Dans le mille mon pote
Heavy Poppins
Creator of
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I do games that revolve around music and sounds and I want them to be as immersive as possible.
One thing I like is implementing acoustics : room reverbs, echoes, stereo panning, doppler...
In my next game I want to push it further. That's why I'm asking for your tricks to achieve this : how do you chose and dial sounds effects, what are the perfomance issues to avoid, what are the design tricks that make your games be immersive... Especially if you use Godot like me.
And fortunately there's no way to talk to the cucumber. Or it depends on what you mean by talking. Anyway if I just mute it leads to the riddle loop and never ends.
I just wanted to know if the game was supposed to just loop on the riddle. Because it has a cool concept and nice ways to put pressure and oppressive mood on the player and it would be disappointing if all that build up led to an unclear absence of end.
Wanna know what's like to be in a band ?
Wanna know what's like when all doors are taunting you, when the bathroom is a sanctuary, when your guitar is luring you into a vortex, when lamps are playing along with the music, when non-euclidian hallways lead to corporate offices...
Welcome the the Radical Friday Zone!
https://heavypoppins.itch.io/radical-friday