SwankyGoose, I have played thorn hill with the adaptations.
I do like the sounds and the extra additions (the dun dun dun!" when you smell a monster made me laugh.
My only comment though is that now you included sounds you could probably trim the game's events a little.
for example you don't need to tell the player "you shoot an arrow" when you hear the woosh sound of it launching and the player has just said "shoot at cave 14"
In the same way, I like the idea of the missed arrow waking the monster, but why not have an echoing clunk sound? (I'm pretty sure you could find one relatively easily), that way you'd shoot the arrow, here a "wooosh! clunk!" and then "oh no! you woke the monster" ditto with a sound for falling down a pit.
(a crunching sound for getting eaten would be amusing as well, though I don't know how easy that might be to implement).
I'm also not exactly sure on the bat sound, since you hear a gravel walking sound but not the actual bat? That seems a little odd to me, again if you could run across a bat sound that could be helpful.
I think the sounds combined with an adjective or two for each cave would make the game nicely atmospheric, after which you could consider some gameplay expantions if you wanted, or move on to another game.
Btw, one game I've always fancied is a fantasy style board game which mixed minimal rpg elements with random dice rolling and calculated risk, alla talisman or dark tower. My lady played dark tower as a child and really enjoyed it and I'm sorry I missed it and my brother is a huge talisman fan although as with many things there is no accessible version.
Something like that might be a fun addition to Alexa, especially with the popularity of fantasy board games these days.
@Simba agreed on music often providing atmosphere, I'm also a huge fan of film score, James Horner, John williams etc, not to mention more recently Debby Wiseman, however really amazing music isn't something you can just pick up, although it'd be nice if more indi musicians from outside the community got involved with audiogames, heck with a favourite graphical game series of mine, the Turrican series, (exploration platform shooters), there are musicians devoted to just! composing music for indi custom made levels, indeed I suspect many would be glad to help with audiogame music.
I'm not sure about attacks and combos though, since not every game has to play like a beatemup.
The main problem a lot of audio action games is simply one of being a little too straight forwardd with controls and attacks. You press forward your character moves forward at a fixed speed, you let go, your character stops instantly, you hit attack, your character attacks and anything in range gets whacked.
That's not however how most graphical games, even 2d platformers from the nineties work.
Look at original marrio brothers (still one of the best put together games of all time).
you press forward, and marrio doesn't just walk at a fixed speed, he starts slowly then accelerates until he's at full speed. He also has a stopping distance, meaning that if your running towards a pit or an enemy, can't just let go of the forward button.
Marrio's jumps are similarly mechanically complex. if you tap the jump button he goes up only a small way. if you hold it he jumps higher. Then of course you hold forward or back in mid air while marrio is jumping which dictates the arc of his jump. So if you just want a little one block hop you tap jump while holding right, while if you want a high jump that doesn't go far to the right you hold jump but tap right, while if you want a long jump over a wide arc you hold both buttons, plus of course, how far marrio jumps also affects his stopping distance, meaning that frequently you can clear an obstacle, but run straight into an enemy if your not careful.
And we haven't even mentioned the run button yet, which not only makes marrio run faster and jump higher, but also increases his stopping distance to the point that frequently you'll need to tap backwards after a run to avoid marrio skidding all over the place, ---- plus of course Mario's taller, thinner brother Luigi, though he jumps higher and runs faster is even worse for stopping distance.
There is no earthly reason why! an audio 2D side scroller couldn't have complex movement mechanics, even if showing objects vertically would need to be done with a bit more care, heck there is no earthly reason why a first person game couldn't have these sorts of movement mechanics (remember those jumps in quake).
And all of this is before we get onto attacks, since manifestly if your swinging a sword you need to calculate the time it takes you to swing the sowrd, the range of the sword vs the distance of your enemy etc. The same goes for bullets, from a projectile weapon indeed in a game like old space invaders it was tracking the speed of your bullets vs the movements of the invaders that made things such a challenge.
Some audiogames have done this (audiostrike, alien outback), others however less so, and certainly not quite enough in a platform game, indeed I notice that in most audiogames people have messed around with attack range and occasionally rate of fire, actually having the delay, the time between when you launch an attack and when it actually hits is not something people have played with at all.
None of these are unsummountable problems though, all of them just take a bit of more complex coding, for example coding an increasing walking speed vs a constant one and adding a bit of distance, but for some reason, these are things people just don't think of.
maybe its that a lot of audiogame devs haven't played some of the basic mainstream games like Mario that have these sorts of concepts, or maybe it's that I over analyse too much, either way it all comes down to the above mentioned problem of "judgement", judging stopping distances, learning game mechanics etc.
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.)