Re: Sol 1.2 is out with experimental audio mode support
Random idea, since this is going nowhere: remove all level sonar clues, and instead just do the blunt thing and have the screen reader tell you when you're getting close to something, e.g. "gap" when you're about to run over a pit or "wall" when you're going to stumble upon a wall. Hopefully this should make moving around more usable. Still no idea what to do with enemies and items so they stay with the sonar, but at least they won't have all the level sounds getting in the way.
Still going to implement this, but does anybody think this could be a good quick idea? (also tip: use the titlebar instead of SAPI if you want to use the screen reader instead of the speech engine)
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