Re: A new audio game from a new developer - Dark Passenger

Dan,

First of all, welcome to the forum, and please don't mind the resident troll calling Steam spyware. Steam is a pain in the tail, but it's not spyware anymore than any other program that monitors your connection to the internet to function...and a lot of programs do this.

So, I'll start this by saying I haven't yet tried the game, but I've read the thread. The things I'm about to say might be covered by the game, but I don't think so, given the feedback I'm seeing.

1. You said you had an "interact" function, but scrapped it because you didn't want people just randomly hitting a key to find stuff. This could be neatly sidestepped by giving every item its own distinct sound. It doesn't have to be a fast, annoying or loud sound (a jacket left on the floor might rustle every few seconds, an oxygen tank might let out a wheeze or two now and then), and you may think it clutters the ambiance. Maybe it would . But it would also give blind players audible landmarks to focus on. This is slightly less necessary if the path through the game is entirely linear. If it's entirely linear and you can't possibly miss stuff, then it's not so much needed, and your current functionality will work.

2. As far as passages and the like, the game Shades of Doom does something here that you might like. It has a looping sound file that is almost always present, a faint whoosh of wind. The wind is centered if the passage is running from front to back, but you'll hear wind in your left or right ear if a passage opens up on either side (or both). This wind sound can be fairly faint, particularly if this game isn't especially loud or fast. This won't give players a way to "look ahead", but will let them react quickly to new information when they get it, navigationally speaking.
3.

That's all I've got so far. I will probably take a more in-depth look at this. I wish you the very best, and congratulate you for trying something that isn't just a clone.

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