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A jam submission

A Particulary Windy Day (Feature Demo)View game page

Submitted by The Magical Ma — 22 hours, 44 minutes before the deadline
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A Particulary Windy Day (Feature Demo)'s itch.io page

Results

CriteriaRankScore*Raw Score
Fun#162.9043.053
Creativity#203.0543.211
Overall#212.7702.912
Polish#222.3532.474

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Jam HostSubmitted

Hi Ma!,

Not sure if you checked your email, but you should have received one from itch/our jam. We have some prizes available for the jam participants, so make sure to claim a game key if you’d like one. Make sure to take a look and fill the form soon!

Jam HostSubmitted (2 edits) (+1)

Nice submission!

Beyond the pathfinding system being its biggest strength, I enjoyed the writing and musical compositions, which were reminiscent of the name our protagonist wears on their sleeve. In general, the sound cues and their positioning were thoughtful and accessible, but I felt that bumping into interactive objects might benefit from a different collision sound.

This would benefit most from controller support, as I found that the keyboard controls would frequently interrupt NVDA’s speech, like the first lines when chatting with the townsfolk or when incrementing the counter. Should the room description also be read aloud when entering it for the first time?

Overall, it’s a great foundation, and with actual graphics it certainly has potential. Please keep iterating on this and let us know when you make more progress!

Submitted(+1)

Congrats on the great submission here 👏

At first, I was confused how this would be accessible, but then I opened the pathfinding menu, and honestly was blown away. This is clearly a thought out system that makes it easy to move and interact with the town! I thought it was super cool, and made it easy to get to all the characters.

I was playing on Mac OS X with VoiceOver, and actually didn't run into too many issues. I think the first bit of dialog was missing when talking with characters, but other than that, most everything seemed to work as expected.

Aside from that, I thought the music was great, and the sound effects were helpful. Even though it's not the game you originally set out to make, I think we all suffer from high aspirations at the start of the jam that we eventually have to scope down. I think as a fun little town exploration game this was pretty great.

Congrats again, and thanks for building and sharing something for the jam!

Developer

Yippee! I'm glad you were able to experience the pathfinder without too much trouble, and that the screen reader somehow worked (mostly) for Mac OS!

(+1)

I just finished the game after talking with all the people in the town. I can see potential for this to be more developed, this seems like it could turn into some rpg or whatever you like to do. I do have some feedback to give, when i was in the town hall and entered the mayor's office, pathfinder got stuck on the table and couldn't get me to the mayor, i had to manually go around the table and then use pathfinder to find the mayor. And pathfinder tends to get stuck on tables i did notice. Also i use NVDA as my screen reader, it reads most of the text, but i noticed sometimes text doesn't get read like for example when i cycle between tabs to pathfind to  one of the options didn't get read at first and i  had to go one right and then back left to get that option read. When i talk to people the textboxes doesn't get read at first, and when i pathfind to either people or things like tables or doors they don't always gets read. So i think you could improve on a lot of things there. I did like the humor of the people you talked with, and i did enjoy the demo. So thanks for the submission.

Developer

Thanks for playing my demo! And thanks for bringing attention to the pathfinder getting stuck on tables and such. I have no clue about why NVDA isn't working too well in some situations. It's quite unfortunate, but I plan on remaking these systems in a more sensible way now that I know more of what I am doing with the screen reader (kinda-ish). The plan is for this game to be done in a month or two from now, so we'll see how that goes. :)

Submitted(+1)

Very cute game, love how everyone introduces themselves with their personalities. Such honest and self aware people in this town. Gave me some nostalgic gameboy pokemon vibes.

Without visuals it's a little hard to get around. Basically had to bump into everything to get the lay of the land. Some sort of sonar, pointer, or 'whats in my area' would have helped.

Developer

Did you use the pathfinder? I understand it is a bit broad in it's scope but that was the intended way that a blind person would move around.

Jam HostSubmitted(+1)

Wonderful game, great ambience, and great potential for a funny and cozy little game that you are known to bless us with.

It’s definitely a little bit of a bummer that there’s wasn’t enough time to polish the game. As I’m sure you know, at this point in development, it would be quite hard or impossible to play this with eyes closed, relying only on the sound cues and screen reader cues. The screen reader was also very buggy and the music also glitched. And I’m also sure this is meant to be fixed, but some things I would do to improve, besides these bugs, would be:

  • Pathfinding letting me explore the whole town. Maybe each tab would be for a different area of the town (and I mean the area we’re at, not only what’s on-screen). Because when you’re blind, you’re not going to be able to see if your screen is showing new things or old things you’ve already seen.

  • I would make each character/item read as a question mark when when they are really meant to be something puzzling. Otherwise I would label them as “Woman” or actually “Blonde woman”, or stuff like that. And when you meet her, it starts as “Blonde woman” but then as she presents herself, it becomes “Katherine”. Maybe I would do that. And when we approach her, I would like to see her name popping on top of her head (visually) and be read by the screen reader.

  • I think it’s cool that you did the pathfinding; I might though try to give emmission sounds for each character, at least, and maybe even each house. For example, at the bar, maybe, you hear some music that’s coming from inside. I’m thinking of this because Talon was great with our game and he thought of this for it, even though we don’t have the sounds implemented yet. It strikes to me how helpful each thing having an emmission sound is, to navigate by sounds when your eyes are closed.

  • I think it would be great to see the audiodescription displayed also in a text box, as we’re hearing it. As a sighted person, I didn’t always understand exactly what the screen was saying, because I’m a bit noober or the voice I use is not the best one. And I think that making that available would make the game richer for sighted players, as well. So I’d think about that as a plus.

  • Announcing each place when we enter it, and announcing every thing we’re near to (like if I’m neat a door, it announcing that, or announcing ‘go to your garden/house’.

Now for the great things I want to highlight:

  • I know this writing must have been done with a bit of a rush. But I love the vibes of your game, and how each character is unique. You are great as a game designer and writer.

  • I love that we also got to talk with the messenger kid and reply to him. I like that you still had time to implement a dialogue system.

  • I love that there are audiodescriptions, and some made me laugh - I remember the septuplets house. Hearing that the kids were standing up in a perfect line just hits differently, and very funnily. And some audiodescriptions were really well done and brought things to life, even things that may have had art to them, when you hear the description, things become more real. Like, the bread maker and the tool maker and the setting behind them with the grains and stuff. This is a great proof that audiodescription is also for sighted people and also helps enrich a lot a game that with or without fancy art, can just become so much more alive.

  • The music is beautiful, I love it, I don’t even know what else I can say about. It’s great composition and fits the world and game perfectly.

Lastly, I’m going to say I really hope you continue this game, or other games like your great ones, with these learnings in mind, because I felt very hearwarmed about it, and I love the concept and demo. You are great. I love your games and I would love to see this grow and become a blind-accessible narrative RPG. The next “Undertale” (as in, cozy vibes, awesome narrative, great game, but - different from it - blind-accessible!!). Keep up the excellent work. I want to see more.

Developer(+1)

Awww! Thank you for your such incredibly kind words! 

And all the feedback is super helpful! Everything you said makes sense are things that I can implement. I really do want to add more emission sounds or even having a dynamic soundtrack for the different sections of town. The emission sounds would probably be simpler at this point. The big town screen is definitely the most difficult to think about making accessible because there is so much going on. I figured that for now if something didn't have a functional purpose I wouldn't have a tab allowing you to path find to it, but I know that this isn't the most fun in terms of actually exploration. I could see your idea the tabs being sections of town and the buttons being the different things you could pathfind to though. Originally the tabs were meant to have more buttons like "describe" or something but yeah... Thinking about it more your suggestion makes more sense.

I am curious to hear what you mean about the screen reader being very buggy. What aspects of it were buggy? (I am aware though of how the music being buggy... Didn't loop it quite right. Whoops!) Some of the buggy-ness might come from the intentional things I did because I didn't know how a screen reader was supposed to read things exactly. (For example anything read by the reader will be followed by the type of thing is. Whether it be a textbox, audio description, menu info, tab, or button)

Anyways, I was surprised to hear that you enjoyed the audio descriptions as I was struggling a lot to get them out in the last couple hours. I find the one for the bar particularly funny because I mean... You can just tell it was the last one I wrote for the night. I wanted to add descriptions for the character's appearances too but ran out of time (and sanity). Definitely wanna go back and touch them all up with the things I've learned.

Jam HostSubmitted

My bad, I didn’t share the VOD with you and thought I had. The music was glitchy and the screen reader didn’t read out loud at least half of the messages written on screen.

Here: https://www.twitch.tv/videos/2715373474

Developer (5 edits)

Oh cool thanks! Part of me wonders if the screen reader not reader some stuff is due to the fact that giving the game any input while it is reading will stop it. However it is interesting that the indicator of how many people you've found doesn't read a loud though. That's weird.  It's also interesting because on my end being in range to interact with an entity does have the screen reader read their name. Honestly at this point I might just have a tts screen reader with all the fun settings because honestly trying to incorporate this darn thing is driving me madddd.

And I also see what you mean about the music glitching now! That's just good ol' lag that came from my inefficient programming I'm assuming! Also the fact that you were streaming probably made the lag a bit more extreme which is annoying... I gotta figure out how to make these things nicer and simpler.

Jam HostSubmitted(+1)

I would attempt providing a Windows build, I wonder if it would work better there instead of on browser.

Developer (2 edits)

Also watching more of the vod (I'm typing these as I watch so I don't forget). The pathfinder menu visuals assumes that you can't see. You CAN pathfind to everything in the plaza, it's just that the tabs go "offscreen". The reason the order changes depending on where you are in the town is that it orders the entities based on closest to farthest.

In any given "screen" every single thing that can be interacted (including doors and exits) with can be pathfinded to. Again it's just that most of the tabs go offscreen.

Developer (1 edit)

Gosh it's so irritating watching this 'cause it's like... WHY ARE THE NAMES FOR THE ENTITIES WHEN YOU APPROACH THEM NOT PLAYING?!!?!??!?!?! WHHHHHHHHYYYYYYYYYYYYYYYY?!?!?!?!?!??!?!?!

I spend so much time on the screen reader only for it to just decide it doesn't want to read things sometimes. It's a very toxic relationship we have.

Submitted (1 edit)

I got stuck in the dialog with Tristen. It even lets me walk away but it continues cycling through the lines. Even when I reach another character, it still just keeps cycling that dialog.

Not sure how playable this would be by sound alone. Other than the pathfinder, there's no help navigating the town. 

Developer (3 edits)

Do you have any idea of what could've caused that glitch? It's fine if you only have a vague idea or don't know.

To be completely honest I don't really know how to make navigating the town accessible. Do you have any suggestions? One of my ideas was to play sounds unique to each house when the player is near them. (Like for example drinks clanking at the bar or something). Another idea was to have a dynamic soundtrack where the song would change a little depending on where you were in the town.

Submitted

No idea what cause that glitch, really. Maybe I left the window and came back?

Sounds specific to each building is a good idea. Same for having some landmarks like a fountains that makes a noise you can position. Duck pond, playground, stables, whatever has a unique sound.

Different floors with different sounds. Crunchy gravel, swishy grass. Different footsteps sounds could help guide people.

Some times the sound for bumping into walls won't play. That doesn't help either.

Developer

I see. That makes a lot of sense! Thanks for the feedback

Developer

Oh and I also forgot, I believe you use Mac which means that you aren't getting the screen reader support, which is a big part in making the town accessible.  If this was the main issue please let me know.

Submitted

No. That's not it. I meant the soundscape.

Developer

Ah I see. Just wanted to be sure.