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(2 edits) (+1)

I like it!

Excellent sound design, logical controls with a great tutorial, a bit of writing to make things more interesting, and I enjoy the rhythm mechanic even if my tempo and memory is terrible. Also, bonus points for the ability to pause any time.

The biggest point in your favor though is that the game isn't overly easy. It gets complex pretty quickly, and honestly as a blind gamer, I'd rather lose at a game meant for me because of a skill issue than win easily any day.


Maybe this is unfair to a first time jam entrant, but any game with the word blind, darkness, sight, light ETC in it is just kind of annoying at this point. It's really overused. A game with a blind protagonist is much more annoying to me, but since you didn't do that here, I can hardly complain much.

We've had many of these bopit style press arrow to react games in the past and they are getting a bit old, but again that's hardly something that I can really hold against someone who doesn't know that, and at least your game used rhythm and had a steep difficulty curve which is more than I can say for most others in this genre.

I do wish that the game would penalize you for attacking too soon though (within reason).

If the game ever gets expanded, I hope that things get more complex. Maybe with the enemy countering and needing to be blocked in the middle of a set and you having to figure out where you left off, or adding the down arrow key to block in the middle as well, or making you hold the shift, control, or alt keys with the arrows to block elemental attacks from a wizard, putting you on the offensive instead and making them defend, making a hard mode where injuries carry over to the next fight, changing the block and strike sounds for different enemy weapons, letting you use a special attack after building up a meter, having a bard enemy who tries to confuse you with music of a different rhythm ETC.

A game like this is inherently kind of limited in scope do to not having free movement or equipment, but there are a few things you can do to spice it up a little.


Despite any criticisms I may have, this is a solid first time audiogame and I think you have a good chance of placing in the top 5, definitely the top 10 at least.

Thank you very much for lending your time and effort to our jam. It really does mean allot, and I'd love to see you back here again next year!

(2 edits)

Thanks for the really in-depth review! I've taken note of some of this and gotten great feedback from others as well which I'll work on if I ever continue working on the game (or join the next jam).

Also, congratulations on being one of the few that liked the difficulty haha. The #1 complaint I get is that it's too difficult, unfair, or infuriating.

There actually were plans to make it way more complex but time definitely got to me, I was in a local game jam at the same time where I had to travel to a different city so I didn't have much time to work on them. The idea was to have enemies sometimes interrupt their attacks sometimes and force you to dodge backwards, or shoot arrows that you have to attack right before they reach you. Of course an endless mode too would've been nice. Maybe I'll work on these in the future, if I have the time.

Again, thanks for the detailed feedback!

(1 edit) (+1)

Oooh good ideas! And totally understandable about the time crunch. I think this is a difficult game for sighted people who naturally aren't used to using their ears like this, and I don't want to exclude them so easier modes are totally a fine idea, but [and not to sound mean about it] but this is for blind gamers ultimately, not sighted ones.

Among those few blind people who do game, and the even fewer who play action games, generally we don't mind some challenge. Obviously there are blind newcomers as well, it's not just sighted people, but I've always felt that the default should be a more difficult game, with easier modes as an option, rather than the other way around. No shame to anyone who wants or needs those easier modes for any reason, but doing it the other way around can often give devs the wrong idea about our capabilities, or lead them to creating harder modes that aren't very inventive about how they make things more difficult, preferring to simply change some values rather than adding true complexity. Always easier to remove than to add IMO.