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really interesting to get a peek at all the ideas that didn't make it into the final version, it really hit me while reading this how much a mid-development game is still like a hydra of potential that's getting its heads pared back. i have a weird tendency to think of game designers in the abstract as mostly filling out a defined space with stuff, even though in my own experience defining the space is no less than half the job. i guess i never managed to fully apply what i know about my own experience to other people. the questions of course are all very familiar, worrying about what reads and what moves you too far from the original vision. every day im new again i suppose

i would say i parsed this more as a game about navigating the dark than about using sound specifically to do so, i think in my own experience, the visual representations of sounds were more central than the sounds themselves, and tools representing vision more central than ones representing sound. i would say my main skill were memorization, augmented by the echo visuals and "feeling the walls", which is implemented visually/sonically but experienced more like touch. that feels right to me, it lines up well with my own sense of what navigating in the dark in real life feels like, and i agree that without the unlimited free peeking at bells/start of level, the game would have been much longer and more arduous than would have felt appropriate for the jam, so i think the calls you made here were 100% right. but i guess i'm confirming your last worry (is that rude of me?) about moving away from the original vision of using sound to navigate in the dark. i think you did! but it was toward a more holistic or multisensory experience of navigating the dark and i think that's a lot richer and more natural than limiting it to sound alone. so it was a worthwhile departure in my opinion

lastly real quick ill say once again how much i enjoyed the lightness of the tutorialization and the faith you placed in the player. felt great feeling lost at first and putting the pieces together for myself

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I think a lot of the time, it can be hard to remember the many small decisions we make on the way to locking in a game's "vision", and so much time is spent building content that the sense of filling in the blanks takes over most of the other parts, but with a project made on such a short timescale, the details still felt really fresh and getting the core down was at least half of the process.

It's funny - I do absolutely prefer to minimize how much I use words and obvious tutorialization to teach players in general, but the game's extremely small resolution mandated this to an even greater degree - especially since I was dedicated to having proper button prompts, lol. I really liked the way the size constraint informed the game design on this one.

I agree with your take on where the game's design ultimately landed, and I'm really glad that you feel like it has a certain tactility to it, because that's such a big part of navigating a space in the dark. I do think, in some ways, that even if all the same visual cues were still present, it could have been nice to lean more on the simplicity of the footstep sounds/icons to gauge current location, but as I think on it right now, I'm getting the feeling that more involved movement mechanics would probably be necessary to let the mechanics shine along that axis. Perhaps one day I'll get real funky with it and make a platformer that explores this concept - or maybe a horror game. or both...? But for now I think this approach stands on its own really well.

Thank you for your thoughts, and thanks again for being willing to test the game out on such short notice!!