Hmmmm, interesting topic. Personally, I'd compare the audio game creators to a lot of small software groups making freeware or at the least shareware game titles as part of the independent games movement, ----- which often gets tied up with retro remakes as well.
to describe an audio game though, well as has been said, the first thing to considder is that the game is all motivated by sound, and usually first person. Sterrio is heavily used (usually playing audio games on headphones is a necessity), and it's generally therefore much easier to represent what is to the left or right of the player, ----- often in 3D as Cx2 said, or in 2D, than it is to represent objects vertically.
As Cx2 said, the spacial amount of information that can be shown in sound is far smaller than that which is possible with graphics, given that in sound you have a much smaller amount of spacial information that you can give.
Take for example space invaders.
In audio space invaders games, it is only possible to show the position of the enemy's relative to your ship, and to only have a few enemies attacking at once, rather than having long rows of invaders in formation, all on screen at the same time as in the classic game.
so where as in classic space invaders there are many details which are not related to the action, ----- the invaders at the top of the enemy formation,the ground to either side, the bullits being fired by invaders on the opposite side of the screen to your ship, in audio, sinse the level of detail that can be represented is less, more has to be done.
for one thing, there has to be a hot key to speak number of lives.
sinse all action is 1st person, you never see the ground, and each invader is represented by it's sterrio position with you centering it to fire, and it's distance from landing being represented either by increasing volume, or descending pitch. Often other details are necessary as well such as a "preparing to fire" sound for the invaders, rather than just having them open up on you (often in audio games, invaders fire less than in classic space invaders games as well).
Another factor in audio games, ---- particularly stratogy or exploration games, is memory.
in mainstream games, levels have to be truly huge (as in Metroid), for you to really stand a chance of getting lost, however in audio games, even something like a packman maze is necessary to learn. Combine this with the more immersive audio, and you have something both atmospheric and challenging when done well, ---- I've often found audio versions of classic games more fun than the graphical ones, simply because of the greater atmosphere and exploration involved.
Probably your best way to research is to just try some games out. Here on pcs games there's a list of all audio game developers.
As ryan said, the major devs usually offer shareware games, but all have demos which you can download and try. There are also lots of free games available as well. I'd particularly recommend gma games as a good starting point. they have an audio version of doom, audio submarine and tank sim games, and an audio version of solitare, as well as audio packman in cooperation with Pcs games. you can find links to them on the Pcs games site (I'm too lazy to post their link here, buahaha).
there are loads of audio space invaders games of various sorts, but probably the closest to the original, ---- and one that will let you muck about with graphics, audio and other settings is Accessible invaders
their site also contains a lot of helpful information about accessible games in general, ---- both audio games, and games for the hereing, or motor impared, and how to make mainstream games more accessible, ------ should get you some good marks from your teacher, lol!
Hth, and I hope you'll try some audio games out.
With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)