Minez! was a prototype game I made to see what would happen if a game's central mechanism was built around audio clues rather than visuals.
You are the captain of a small U-Boat who is sent into an underwater mine field to find an accidentally triggered mine. The mine emits sonar pings at regular intervals, and you need to find it using only the cues from the audio before it explodes.
I threw in a defusing puzzle as well that was basically a game of Simon, which isn't included it in the video below since it isn't really relevant to the problem I wanted to explore.
I found the experiment very compelling - the emphasis on listening rather than looking seemed to increase the sense of being there, and the tension.