Re: Sol 1.2 is out with experimental audio mode support
Well, from testing it myself, to be fair the biggest problem here is not so much the beeping (once you know what they mean it's pretty easy to read actually), it's the fact that there are too many clues at once. It seems that as soon as there's more than one on screen it becomes a horrible mess. That may be why the smaller viewport originally worked better.
I'm not a good test subject though. I already know the level layouts quite well, so I can't tell when clues aren't being helpful enough because my mind ends up filling it with its prior knowledge of what's supposed to be there. This pretty much needs to be done with people who have never seen the layouts before.
Should I give a try to the original smaller viewport again so as to reduce the amount of clues rendered at the same time? (for reference, it's the same viewport used in video mode when zooming is enabled and I know the game is beatable with that smaller range)
On the sounds: I guess wind could work for gaps (not sure if it'd be too quiet, would need to try myself), but thump thump sound for ceilings? How does that one even make sense? Unless it's just for the sake of being abstract, I guess.
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