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Nice review! Thanks!

Actually, when the guards say "huh?" that's the warning, but of course without a learn sounds feature you wouldn't know that without trial and error...  Also I think the problem with guard footsteps is that when there are two of them the audio ends up syncing perfectly and causing the positioning to sound off, so a delay between them would be helpful.

You may be interested to know that the egg break consists mainly of well, an egg cracking, but also a pepper being broken and a tomato being crushed, along with a designed bone crack and zombie bite.

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You’re welcome. The entire experience was really well done.

I also heard the footsteps phasing in and out like that. Maybe it’d be feasible to create more samples, of different lengths and pitches, and assign them randomly to each guard in the code, so that wouldn’t happen as frequently.

I actually think the “huh?” cue is pretty successful in communicating danger. I would die maybe 50% of the time after hearing it, probably just moving into the wrong place at the wrong time. To clarify, I was thinking of more of a “sixth sense” cheat mechanic like a low buzz coming from the closest guard before they say anything, so you can avoid their detection radius entirely. It’d make the game a little easier for folks who need it.

It’s so cool to learn about your foley process. The egg hatching sound was my favorite thing I heard in the jam. All the layers are mixed and morphed together in a way that you can’t even pick out the individual sounds.