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Reviews for "-Blind-"

fvrgvt

i cant say good not that i did not beat it i must be blind

well..

Didnt want to give it a bad score because it is a good concept, but couldnt give it a good score because of all the problems, namely for one the walkthrough is about as useful as a blind eye witness (pun intended) really to use it you just have to mimic the movments and hope for the best. Also lvls should be shown at least some point in the game, not have to backtrack all the way to the main menu for info... This way people can complain about lvl 12 (oh and they have) instead of refering to it as the lvl where nothing work... Just for reference would you kindly respond as to how this lvl is to be beaten? I read one lever is a phoney which will kill you and the other opens the door...BS!

idiot-monarch responds:

cool copypasta bro

Amazingly new gaming-feeling

Im preety impressed. This is a totally new way of gaming.
It is a nice challenge. Graphics are OK, music is nice, game idea and concept great. 8 stars.

Well...

Didnt want to give it a bad score because it is a good concept, but couldnt give it a good score because of all the problems, namely for one the walkthrough is about as useful as a blind eye witness (pun intended) really to use it you just have to mimic the movments and hope for the best. Also lvls should be shown at least some point in the game, not have to backtrack all the way to the main menu for info... This way people can complain about lvl 12 (oh and they have) instead of refering to it as the lvl where nothing work... Just for reference would you kindly respond as to how this lvl is to be beaten? I read one lever is a phoney which will kill you and the other opens the door...BS!

idiot-monarch responds:

The right lever is above your starting point.

Innovative gameplay seems not to be for everybody

Actually I am surprised at the multitude of negative comments.
To me IanMonkey's comment illustrates well that some seem not to quite grasp the idea behind "Blind": "But I could only score it based on what I saw. Which was not much."

This actually is the innovative aspect of the whole game - moving away from the uber-visual of your regular games.
The author tries to convey how it is to be blind, how to navigate your world when you cannot do it using sight. Instead it's about sound.

I really like how this idea is incorporated in the game, i. e. via "soundwaves" that reveal objects, obstacles, etc.
The ball to me is a more dynamic, hence more "game-like", white cane. Toss it and get an idea of the environment not directly within your vicinity.

One critcism at this point of my comment: I would enjoy it more if the character would not permanently emit his "radar soundwaves" but only when walking, i. e. when his feet touch the ground and thus make a sound.

Of course there is not much to see - but what there is I like as a very appropriate artwork for this kind of game.

Overall I am really intrigued by the fundamental idea behind "Blind" as I understand it and have noted above: move away from the visual aspect of the computer game.

Of course we still face a game that you control by "interacting" with the monitor and what it displays but there is just no other way at the moment. There is no pure audio-interface. Too bad, really.
But I still have to emphasize that I do think "Blind" points to an alternative game concept - which I highly appreciate.