Hello Patricia! Thank you for playing Mosquash :)
Your feedback is much appreciated, and it actually highlights why Mosquash is primarily designed as a mobile game. On a touch screen, you have the whole playground right under your fingers, whereas mouse tracking on a computer introduces unique challenges for blind and visually impaired players. The aim here was to create a fast-paced audio-based action game, but a desktop experience is evidently not easy to achieve unless we change the input method or add a radar-like continuous sound effect to the pointer (maybe it could also give a short audio cue if the mosquito is in the catch area). However, that is not what we wanted for the Mosquash desktop version.
Here are a few notes on your points:
1) Recap instruction:
Actually, there is a way to review instructions! It was mentioned both in the game description page and during the tutorial phase in-game: "In case you want to restart from the tutorial phase, click and hold the mouse left button for 10 seconds between mosquito spawns (keep pressed after hearing your stats)." We apologize if it wasn't emphasized enough! We will update this part in the description with bold font.
2) Mouse pointer tracking & 3) Keyboard support:
You are right! To be honest, I don't know why your pointer was invisible but it was not related to game or how it is developed. Either way, tracking a mouse pointer without a continuous radar sound is very difficult for a blind player on desktop, and keyboard-only play would completely alter how the game flows and feels. This confirms our concern that a PC version misses the fluid experience of mobile tapping. This is a main issue, not just for Mosquash, but for any fast-paced action game that has drag-and-click as a main mechanic. In the mobile version, you just tap where you think the mosquito is, and it is fun. If it lands on you (when you hear the heartbeat), you just double-tap to avoid the gulp sound and -5 HP.
4) The sound effects:
Thank you for sharing your feeling about this! Just to clarify, there is actually no swallowing of the mosquito by the player (though we loved your imagination) :D. The "gulp" sound effect happens when a mosquito lands on you—it drains your blood and then vanishes if you don't "Mosquash" it with a quick double-click anywhere on the screen! Maybe you missed this part in the tutorial, so you experienced the continuous blood-draining sound, which was designed to create a sense of urgency and a small punishment for not double tapping in order to keep the player in reward/punishment loop. It is unfortunate you were not able to experience this because you never Mosquashed. While we wanted it to feel pressing, we certainly didn't mean for it to cause genuine discomfort or disgust! Knowing it had that effect on you is very valuable insight. Yet we think that an action game against irritating mosquitoes is a better motivator than catching harmless butterflies :)
We truly appreciate you taking the time to test it out and share such detailed thoughts. Thank you again for playing!