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(1 edit) (+2)

I ended up playing this some more.

I am not 100% sure but I feel like I understand whats going on a little better when I flip my headphones; put the right speaker in my left ear, left speaker in my right ear.  I think that means I am 'visualizing' what is going on completely backwards?

I'm not sure what would be best to help that situation, or if its just me.

But some thoughts:

  • For a tutorial consider 'training' the player.  e.g. Have a ship move around and the player can move left and right, and let the play know when they are lined up with the ship. Maybe a lock on tone. That might help orient me.  It wouldn't have to be in the main game but just a 'tutorial' to help orient and get familiar with the sounds.
  • Possibly way off your design, but consider visually rendering the scene.  Show the player ship, the enemies and the missles etc.. to help orient a sighted person. For a blind person it would change anything.  But then very early there is scene is obscured by cloud cover or a nebula or your sensor go out, and everything is hidden and the player has to operate on sound alone.  Just another way to help orient a person in the audio environment.

I second the idea of training the player. Something to provide audio context, even if there ends up being no visual component.