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Yeah, I don't think I would have consciously noticed it if I hadn't just implemented something similar for a slow motion effect - but it makes such a big difference. I'd love to know how you achieved the sound technically. How did you filter it? In engine or did you preprocess it?

(+1)

The type of filter itself is one of many that are included in the gamedev software that I use (Construct 3). Once the condition if fulfilled, the filter is applied.

My friend  -- he's an amateur musician and wrote the music for this game -- told me that what I'm looking for is called a low-pass filter, and also gave me a few pointers on how to configure the parameters (frequency, detune, etc.). I fiddled about with it until I got a satisfactory result.