Soundsearcher by nicross
A minimalist auditory exploration game. This game is designed for playing with your eyes closed. Headphones are strongly recommended. Click here to play.

Controls
The user interface provides controls for forward and backward movement and turning left and right: - Mouse: Hover over the edges of the screen - Touch: Tap and hold the edges of the screen
Keyboard controls allow play with one or both hands: - WASD for movement - QE or arrow keys for orientation
Gamepad support is provided for controllers with one or two analog sticks
Objective
You start with nothing. The world is filled with harmless creatures and sounds. And things to pick up: - Footsteps - Compass - Three synthesizers that change pitch as you explore
Each play is randomized. Reload to start over.
Technical information
- Vanilla JavaScript
- No base code, external libraries, or tools
- All sounds synthesized via Web Audio API
Engine features
- Procedurally generated world
- 2d spatial audio system
- Movement physics
Changelog
These issues were addressed after submission: - Added sounds to start area so players can check their volume - Balanced volume levels - Improved browser compatibility and mobile-friendliness - Fixed creatures effects - Fixed distances between pickups
These changes were merged after voting ended: - Updated control scheme, including basic gamepad support - Improved compass and collectibles - More ambient sounds - Improved starting area - Object culling (a performance optimization for folks who travel far) - Increased ambient spawn count - Gradually increase spawning from starting point - Collectible reward after returning home with all other collectibles - Various codebase improvements
| Youtube | https://github.com/nicross/soundsearcher |
| Youtube | https://nicross.github.io/soundsearcher/ |
| Original URL | https://ldjam.com/events/ludum-dare/45/soundsearcher |
Ratings
| Overall | 289th | 3.31⭐ | 23🧑⚖️ |
| Fun | 440th | 2.667⭐ | 23🧑⚖️ |
| Innovation | 30th | 4.095⭐ | 23🧑⚖️ |
| Theme | 272th | 3.333⭐ | 23🧑⚖️ |
| Graphics | 477th | 2.147⭐ | 19🧑⚖️ |
| Audio | 75th | 3.625⭐ | 22🧑⚖️ |
| Mood | 262th | 3.119⭐ | 23🧑⚖️ |
| Given | 26🗳️ | 3🗨️ |
EDIT: I upped a few sounds and added a few in the starting area so players can check their levels.
(no message in the console except the "The AudioContext was not allowed to start" before starting the journey)
:water_polo:
I had to dig in the source code to figure out that the left/right keys were changing the player's orientation (instead of moving it left or right). But then, playing this was a calm and relaxing experience, I'd be glad to play a more quest-oriented version!
It was easier for me to find locate the footsteps item using the "edge of screen" mouse method instead of WASD. And I think it's because of what @ace17 mentioned. It's more natural for me to have WASD move you in world space, regardless of the player orientation (instead of having AD change your orientation and then WS go forward and back).
Thanks for the game! Congrats!
I was in such a rush that I never used strict mode in any of my files. Added it and the error was immediately revealed: a missing comma between variable declarations. 🤦
And I also agree that WASD should be for ground movement only. For changing direction, I don't think mouse controls would work here, so I'd prefer using the arrow keys over Q and E to turn, though others may disagree with me.
My one issue with it is that I think it would be nice if the sounds had a bit more "volume" in space. When you walk past a sound that you're very close to, the fact that it's a point source (I think?) makes it suddenly jump to one ear and then back, since you're very slightly to the right of it, or something. It's a bit jarring. I also just think it would be fun to be able to stand in the middle of a sound and let it wash over you. :)
Overall, I really think this is a cool idea and very innovative. I really enjoyed it.
I am definitely thinking more about the controls, so your feedback is great. Right now my preference is a single-hand and dual-hand setup with the arrow keys and Q and E for controlling orientation. I don't think mobile users would miss much without strafing so the UI probably won't change.