I of course don't know how the self voicing system worked before the updates from the jam, but as the host I am so happy to have your submission! The game is very high quality and full of love, and I'm very happy for it to have accessibility as a goal of yours!
If you need anything, always feel free to stop by the discord and let me know and we'll do what we can!
Play game
South of the March's itch.io pageWhat was your goal for the project this month?
Redesign and overhaul of the existing self-voicing system in South of the March
What type of project was this?
Comments
Thank you, I appreciate it! I'll definitely be sticking around in the Discord. It was kind of a struggle early on figuring out what the self-voicing should feel like (and whether I was on the right track at all), but the Discord and the agnet forums have been easily the best resources I've found. So many choices that are just total guesswork without this kind of thing.
Oh I feel you. Even after doing it for years sometimes I just trip and fall flat on my face.
Oh for actual feedback I forgot to post!
1. I almost think I had a bug where I was able to sell something I didn't own? I was super confused where trying to buy something it wasn't opening the buy menu, but was making sell noise? I couldn't reproduce so I might be crazy.
2. Dang is hard mode even possible? I couldn't beat a single fight on hard mode, so IDK if maybe just needed to like sneak to a specific enemy and grind on them, but dang the bandits murdered me many times. It probably is just a get good moment, but I just did not see it happening. Maybe I could have just snuck past and picked up everything I could that was non combat...
3. Maybe a little more guard rails on turn order? Sometimes the randomized turn order just really could screw over the player, or make the enemies just have hit like a we nottle. Like enemies all getting 2 turns in a row (ex (r1: Player1,player2,enemy1,E2,E3 Round2; e1,e2e,3,p1,p2)) would mean 0 chance to heal or anything between and some fights even at full health with buffs character would go down. But then on restart the turn order would be less weird, so easy win, so it wasn't like super satisfying if that makes sense?
Great job on this! I like the automatic announcement and visual affordance you had for the self-voicing here. I'm also amazed at how in-sync the text-to-speech was with the auto-advance for dialogs. I'm genuinely curious how y'all pulled that one off, and if that works cross-platform.
I think there are still a few menus where it wasn't totally clear what buttons to press without guessing (it's obvious for sighted users, but a lot of menus were either left-right or up-down, and it doesn't say when to use what). Additionally I think during combat there's probably some hidden details (like health remaining) that wasn't (at least to me) obvious to get in a non-sighted way.
Thanks again for participating and showing off what a really polished system could look like here - it's super cool!
Thanks for checking it out, and for the feedback!
The sync between the text-to-speech and the auto-advance should be about the same anywhere, but it's super dependent on settings. It actually advances based on the Text Speed of the dialogue, which roughly lines up on my machine (and yours, it seems!) but really could be different for anybody. Fortunately, adjusting the Text Speed would be an easy way to line it up if it is!
Appreciate the insight it on the menus too, I agree. I've had some great feedback in the Discord too and I've got the next version in the works already. It's gonna have better callouts for initial controls, and also a self-voicing-specific control overview at the start of the existing tutorials (Battle, Shop, and a new one in the Player Menu). A bunch of other stuff too, but I think that should be the biggest help.
I love hearing it called polished! I'm really trying to get this thing as clean as I can!
Very clean interface! The combat system looks interesting. Nice touch that the pointy electric guitars kick in at the beginning of battle.







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