A quick SDS today with a pair of recordings that double as both sound and game design. It’s awesomely satisfying that tweaking parameters that dictate player flow/narrative progression are so intrinsically connected to sound design. It really is a two way street in terms of development too, with musical goals affecting design and vice versa.
The Pad Synth is going through more changes as we develop a clear plan for voices and polyphony. I was taking a look at how these sounds evolve in the space:
And another puzzle design tweak, tuning puzzle difficulty (with the global tempo down at around 20bpm) – producing some super downtempo fun (reminds me a bit of Freescha)
Also, yay to 100 posts!