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When I have tracks that don't loop, I loop them myself. That can take hours of fiddling with the track in music player software to get the sound to continue so the player doesn't notice. 

My levels can be anything from 2.5 minutes to 15 minutes long, depending on the game.  One track is unlikely to cover the entire level, so I need the track to loop.

If a track stops and there's a pause before the next one starts, it breaks the player's concentration. They suddenly become aware of the change, and it could hamper the game play - especially if they're playing against a clock.

If I use multiple tracks on the same level, I need to blend them. But here the problem is to find tracks that are similar enough to sound like a continuation of the same song, but not identical, so there's variation.  If there's an unexpected change in tone or speed, it could also interfere with  the game play. 

I can understand that a boss fight level could use its own track that is odd. But I write casual games, I don't have boss fights in my game.

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Hey man,  I have composed for a casual game before for a client, you can search for it on Steam as "Goosey Guess", it's a guessing simulator. Our answer to the problem of keeping the player engaged through music was to compose long tracks with lots of variations and repetitions as well, it seemed to work, there were twitch streamers saying it was good and relaxing.

So, I think that's about experimentation, my example of the boss theme there is indeed an oddballs case, probably likeminded Dark Fantasy RPG or  JRPG devs might be using it, but it's definitely not a standard approach.

But it's like what you said, it's difficult to find loops out there from different composers that will combine nicely (specially if you're looking through free assets it seems), hence my suggestion for composers to experiment creating different types of music packs!