Great visual aesthetic with complimentary animation, well done. Wish I could know what was going on but either way, really good stuff.
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Great visual aesthetic with complimentary animation, well done. Wish I could know what was going on but either way, really good stuff.
Interesting idea with decent animation. The objects in this need to feel realer, with there own weight and movement. The concept isn't too original but for what it's worth, not bad.
thank you! I will try to make objects more realistic.
I think that there should be some dramatic moments in this cartoons, how do you think?
Absolutely love the presentation, the visuals (absolutely love the shader effects), sounds, and the environment this occupies!
Just wishlisted and can't wait to play the full thing!
Fund as an cute game!
Only complaint is the the D key scrolls game window off screen so I have to play with arrow keys intead.
Maximum Dong Game. Had an anxiety attack in the middle of the game. 5/5
This song meets the criteria of what was outlined in the challenge.
You charge the song with tones that connect to retro music aesthetic.
Sharp simple synths for you melody, chords, and bass line.
Low sample rate drums.
All things that present themselves super retro.
The pacing is moderately upbeat which the idea of an intro level.
Stimulating enough while not being overwhelming, priming the listener to the stage.
Though this is not the most dynamic song, in the context of games,
that can be a boon when there a many elements vying for player attention.
From what I digest, your song has the following structure:
A - B - A - C - A Modified
1 thing I do notice, you seem confident in your melody for A and B but shaky in C.
It feels like you're unsure of how to go get to 1:42.
There are a number of options on how to enter 1:42.
The first thing I'd advise is play at C, the stop at 1:34, and try singing or humming a melody that would get you to 1:42.
Something as simple as a singable melody will go a long way in making it feel far more intentional and confident.
You could always go a more theoretical approach too. Think about what chord you're trying to resolve to, and think of what transitions you have at your disposal.
Sometimes, the solution can be as simple as a 2-5-1. If you haven't already, familiarize yourself with the chord number system. It can be very helpful in these circumstances.
This section is also an opportunity to break away from the antecedent/consequent structure
you've been using for the other sections and add something structurally different.
I would also encourage have some build or clue in to the listener that a change is coming before going to C. A change the largely static drum line, and change in the placement of your chords, there is a number of ways to go about it. The idea is to make this feel designed and not just a happen stance.
Structure aside, your instrumentation gets the job done, but leaves possibilities on the table. I've mentioned this whether another review, try experimenting with your sound design!
The instrumentation sound like the starting node in a skill tree.
Within retro music, there is a rich landscape of chiptune sounds to explore and draw upon. You can go for hardware authenticity and try VSTs or Trackers the replicate the NES/Game Boy/Sega sound faithfully (think hertz devil, chibi-tech, rrthiel, megabaz). You can try making fusing classic chip sound with live instruments (anamanaguchi, shnabubula), use sample instruments and sample with little processing (Red&Green - Night Chase), or take the simple oscillators and experiment with effects chains to make something distinct (savant - ISM comes to mind).
All this is more so to encourage going beyond where you're at here and tread into something new.
Thanks for participating and I hope this is helpful in some way!
Feel free to reach out if any questions come up.
Hello trixelbit,
Thank you for your feedback. I'll take this into consideration when composing future soundtracks.
Thank you,
YuukanVulture
Observations:
- Synths emulate the retro aesthetic of the game.
- I would have the drums be more prominent in the mix. The song is missing quite a lot of energy from their week presence.
- The guitar sounds a bit thin and sticks out of the mix.
Recommendations:
- Listen to a song in the same genre closest to what you aim to achieve and think about how they mix there stems. Ask your self, how loud is the guitar compared to the drums, synths, etc.
- The guitar sticks out partially because it's the only non artificial voice. To make it more at home, add other elements like it (i.e. real drums instead of electronic ones) or nix the regular guitar and use an artificial (samplers/soundfonts) or generate a voice to fill the role. (synths, vsts, etc). Hard committing to either will help the elements feel more cohesive.
- Another observation is that this feels like you're just riffing on this back track. Nothing wrong with it, but if you want it to feel organized and intentional, I would start making discrete sections that represent a specific melodic idea.
A melodic idea can be something as simple as an "antecedent consequent" phrase.
These ideas can become the building blocks of your song that provided hooks for people to attach too.
And when you repeat a section, that communicates intentionality.
As Adam Neeley says, repetition legitimizes. repetition legitimizes. repetition legitimizes.
Hope you find this helpful!
Observations:
Positives:
+ Slower pace and bassline helps sells this is a gameover.
Recommendations:
Again, mix is super drum heavy. Some volume increase and compression could go along way.
The drums themselves also have significant bass content I would cut from.
I would also bring up that synth too.
As a game over track, this gets the job done very well!
Amazing work! Absolutely love the hair texture detail!
I am smiling out of fear
He VIBEN
I make games, music, and pixel art!
Age 27, Male
Software Engineer 🖥️
University of Central Florida
Joined on 5/8/11