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(+2)

Pretty polished little game. Looks and sounds amazing. It controls quite interesting, it’s a bit unusual, but i think it works. I guess you wanted to enable the fast around the corner turns with that?

Everything about this is very neat and clean, i like it, there is no visual or auditory clutter anywhere. A also love, how even the buttons in the menu have different sounds to them, very satisfying.

I’ve noticed that almost all sounds have very little lower frequencies to them, it would interest me if that was a conscious choice and why it was done that way? Maybe because this is quite a mobile mech, so it shouldn’t sound too heavy?

Thanks so much! Really glad you enjoyed it :) As for the absence of a lot of the lower-end frequencies - it was a conscious decision. With how fast-paced our game played and how much was going on at any given time, the lower-end frequencies began to muddy up the mix and make everything kind of mush together and it became very tiring on the ears. So while sounds still do have sub to them for extra punch, it was toned down for the sake of auditory readability. For an in-game purpose yes, it also made sense for our mech to feel and sound like it had high mobility. Hope that answers your question!

(+1)

Yes, I just find it quite incredible how clean everything sounds, i don’t think i experienced that level of auditory clarity anywhere else.

That means so much to hear! I just began learning sound design about 5 months ago and this jam was my first time ever learning implementation so I truly appreciate your comments