Sound design is important! While I wouldn't say it has turned me away from a game completely, it definitely has influenced the immersion I feel when playing the game. I do think that good sound design can really elevate a game, while poor sound design can drag other aspects down with it. I've found sound design can be tricky though.
One thing I have found that can turn me away from games in confusing mechanics or solutions that look for a specific solution but do not directly state that is the case. For example, I remember playing an escape room game loosely based on the seven deadly sins, and one of the puzzles was to complete a riddle. The answer to the riddle was "you", which you could input with tiles, but grammatically the answer would be "me". Using "me" wasn't the answer and it had three slots, so I used "man" and "boy" (as it was implied in the game you were male) but neither of those worked either. Ultimately I found the solution was "you" after lots of head scratching, gathering all 26 tiles (one for each letter), and trying three letter words for around 40-60 minutes. After solving it made sense with the riddle (outside of the grammar issue), but I walked away from the experience annoyed, which I do not believe was the intent of the puzzle.
Ultimately I think it was just there was too many possible solutions and that is why I missed the one they were looking for. I think it would have been a touch better with either less letters, or perhaps it would reveal a letter after a certain number of tries.
(For what it's worth though, it was one of the last puzzles and I finished the game anyway :lol: )
To summarize: I think one big thing with games that has turned me away is a lack of explanations or confusion around possible solutions. I think it's hard because as a developer you are so familiar with the game and all the solutions that it is hard to see it from someone else's perspective, but I think that is what has turned me away several times. I know I have had this issue myself, and so when I make games now, I try to take a second to step back and critically examine my work to see if it makes sense for someone who hasn't played it before, ideally even getting some testers to try it who haven't played and noting their feedback.