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(+1)

Hello, thank you for your feedback.

The main idea behind was to start slow and "enhance" in speed and environment. So the animation was planned much slower and each step was fitting once to the base drum quarter notes. Every level should speed up game, animation and music. Also some visuell effects were planned like zooming out with each level up to make the acceleration feeling more clear.

I did decide for the base drum because the player did move so slow. That indicates some kind of "high weight", like an elephant. Once there was an idea to connect events to every step. That might be some shaking of the ground or the whole view - or that dusty thing you mentioned. Just for the impression that the steps are really powerful. 

But I see what you mean. Faster steps and a lightweight player would have been characterized well by a snare. I did not put any focus on it. It only was some kind of "coloration", I would say.

Greetings

(+1)

Knowing it was composed with quarter notes in mind for the player steps it all seems to fit quite nicely then! :)