Thanks for the comment and for giving audio games more visibility in a bigger jam.
In general, I really enjoyed how natural the text-to-speech sounded, and the voice lines are implemented very well. Maze games really aren’t my thing, so I got turned around quite a few times before bouncing after Level 5. The biggest thing that confused me was not understanding when the bomb was ahead or behind me. Possibly you could exaggerate the filtering more when bombs are behind walls, and use the current amount of filtering when they’re behind you. I did enjoy the minimalist sound design overall; something that could make the spaces feel more natural is applying some stereo processing to the mix like a gentle reverb or binaural effects that bleed into the other ear.
There are some great suggestions below about solving the more game design-oriented challenges of onboarding folks and level design; it’s not my expertise, but something you could explore in a future build.
Nice work!