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It's a unique concept, something I haven't seen in this jam. It's a bit too hard for me and I think for a reason you haven't accounted for. For example, finding a bomb behind the wall was the most difficult task for me meanwhile finding out a bomb in space took me few seconds (The game describes them as the opposite). I think this is because:

- I don't know what the different sounds of walking (ground) mean. Is it just different to make more variety? Does it mean I'm facing a wall and don't move forward?

- I know the game explains at the start what does beeping means, but honestly, I didn't remember. Not sure whether you should attempt to fix something like this for a jam, but I think this knowledge might be useful in the future.

- Deciding whether I'm going forward to the object is easier while using the headphones than deciding whether I have moved far enough to turn around.

And also, I feel like the game at the start poorly explains movement.

Overall I enjoyed the game. It's well made, as always there is a bit of room to make it a perfect experience.

Oh I completely understand. I actually spoke to some people about these issues, but some of the fixes are a bit more difficult! I'm guessing with the forgetting beeping you suffered the same fate as testers where your brain started to filter out the different noises because they were so constant in some levels. Happened to me too once I noticed! Not sure how to fix that one, so I probably need to play other Audio games and figure it out. Other audio games probably have more in between navigation sections and give peoples ears a break, so it might be as simple as that.

Audio games are a whole nother beast I'm afraid and this is me learning. I'm glad you still had a fun time despite the difficulties!

Oh I will also say, you make a wonderful point towards an idea I have.

I hope to make a much larger audio game, and your feedback just makes me more certain that I almost certainly need two modes of guide. One like this, where it's the beeping/indicators/ect., with the other being a more hands on approach from your guide, telling you which way to go, which was are interesting things, which way are objectives. Because honestly, it's hard to jump into audio games. 

I make the silly things and I go play a random audio game it takes quiet a bit to understand anything, and some games I beat just by spam running into walls XD

(+1)

Yeah, the audio games are rather niche compared to others but they still can make for a fun experience.

I wanted to go more about beeping. I think what you should look for is some way to remind the player about the mechanics easily, for example by having the proper tooltip on the screen. Typically in games like this, you introduce mechanic after mechanic slowly. In your game, this was done to some extent, but not really to walking and beeping. If you would separate these two as different levels, then it would work just fine.

For example, one level for walking until you go to the wall or something, then you will hear an explanation of what does this sound means.

And then level with beeping in which you have to go toward the spot. Then the game would explain what does this beeping means.