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.