Beginning of Salvation: This is a really interesting track. Lots of creepy sounds setting the atmosphere for the game. I like the synth pulses showing what I’m assuming is the heart rate of the patient zero. The bit-crushed bass adds a lot of intensity to this track, putting me on edge while listening!
Horrible Village: The sound of this track is similar to Metroid Prime exploration areas with the dark ambient type of sound. I like the ambiguity of the bass/low synths which are indistinct but drive the somewhat soft intensity of the level.
Caves: The reverby droplet sounds work well to convey the cave vibes. I like your minimalistic approach with just having a simple beat, an ambient bass, a background drone, and sound effects, making this track really great for a dark and dank setting.
Sewers: I think that silence and space is a very powerful tool in video games and this track takes advantage of that to create a very mysterious and barren feel to this area. The beat with the sound effects is creative and kept me listening throughout!
Rock and Stalagmites: I think this is cool how you used the previous track as a base of sorts for this track and turned it into more of a hard rock track!
Underwater Serpent: The bass is such a groove! Wow the drums that come in give this track a nice battle intensity to it. I like the continuity of using the background pitched clanging noise which tells me we are in the same area as the previous tracks. I really like the part where the buzzy synths cut out and you use a cleaner bass to convey an idea before returning with the gritty bass.
Train: The use of guitar as a melody instrument changes the feel to more of a rusty industrial feel. Nice new area theme!
Among the Boxes: The industrial vibe hits hard in this track.I love it when industrial sounds are used in the beat of a track! I may borrow the idea to use steam release as a sort of cymbal hit sound.
Raising the Crow’s Nest: I like this beat because it feels like someone trying to be stealthy while scaling buildings. Using clanging metal sounds with the absence of cymbals is an interesting way to continue to highlight the industrial aspect of this area.
National Emblem: The industrial percussion again is drawing me in and captivating me. The bass lick you use is also really catchy. It’s interesting choice to use an organ with an industrial sound, but to me it seems to represent the raven boss of this track since it came in a bit in the previous track too! The tempo changes of this track are really creative to help change the pace and feel of the battle.
False Rest: The ambient bird sounds with the metallic pad feel relaxing here. The ominous feeling picks up again quickly though!
Cat and Mouse: I really like how this track was directly connected to the track preceding it. Wow the transition into the chase section is sudden, but works so well! The bass and drums work so well together to create the feeling of a 90s racing game (at least that’s what I associate this type of sound with!) I like the growth of this track and really like the brass part at the end!
Metro in the City: This track has an interesting uplifting feel to it as the melody is mostly in the major key but there are dark borrowed notes that tell us that it isn’t quite supposed to be a happy song. The voice overs sound almost like conductors announcing something overhead over the intercom.
Rest Zone: This track conveys some interesting emotions through the chords you choose. The instrumentation is interesting and harmonically, I think this is your best track as it gives us some meandering implied chords that work surprisingly well given the refusal to stay in the same key.
Queen’s Archives: Really cool lead into this track from the previous track. Love that really heavy bass in this track!
Full Metal Tempo: The bass and drums alone drive this track forward and make it a really nice shooter track in what sounds like a fairly dangerous area.
Green Stage: I really like the use of low bass drums. That voiceover is really creepy! There is a newfound intensity in this track that tells me we are nearing the final boss!
Chaotic Stage: Now we’re kicking it up a notch! Just when I think you can’t make it sound any more intense, your next track surprises me with something like this!
Patient Zero: I like the use of some traditional East Asian instrumentation which seems to be a nod toward the culture that we assume that patient zero comes from given her clothing. What a spectacular final boss theme! I’m very impressed with how much battle music you’ve created in this jam! It’s hard for me to finish even one battle track in such a short amount of time! Wow those screams and the glitching sounds at the end sounds so intense!
Monologue: Woah, this is so creepy… I’m going to have nightmares from this. But I can’t turn it off! What an ending!
Overall: This is a lot of music and it’s very impressive that you were able to produce this much in just 10 days! When I listened to this, I imagined playing the game you imagined and I think this music achieves the goal of creating an atmosphere of darkness and anxious energy driving the motivation to complete a mission in the style of a first person shooter well. You also do a good job conveying your story, especially in the last few tracks. Your strength musically is certainly in writing percussion grooves and creating environmental atmospheres through sound design and instrument choices. My personal 6th category is “game readiness” and this OST scores very highly in that category for sure! Well done and thank you for sharing!