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How does your game meet GBJam's theme
Old Gold in my game is represented by an ancient castle, constructed and inhabited by an enigmatic figure whom the player learns more about as they delve deeper into the structure.
Puzzles, music and visual design entice the player further into the castle as intensity ramps up, and the player is caught between their desire to find the what lies in the heart of the castle, and the desire to escape unharmed.
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Comments
It’s a pretty good concept. I really like the sound and music you’ve created. They convey exactly the mood you’re aiming for—that Gothic medieval castle vibe, the dark atmosphere, and so on.
There's the thrift shop Bame Boy. To be honest, the audio stuff is catching my attention more. You've got some interesting modal stuff going on. Seems like you'd be great at wavetable chiptunes. You can get some really unconventional harmony out of that too with sampling, like some of the stuff out of Earthbound.
To be honest I realised about halfway through that the music making aspect was way more interesting to me than figuring out the logic of my own code. I wouldn't even know where to begin with sampling, but some of the sample heavy stuff by Hideki Naganuma for Jet Set Radio or DnB made entirely out of 70s drum samples is really interesting to me, or something like Street Fighter Third Strike.
Crazy, I never played Jet Set Radio but I recognize a lot from the OST. The Amen Break in DnB is so iconic, but has a really sad story about the original drummer. I wanted to share this specific sample for you to check out: https://www.whosampled.com/sample/20334/Hirokazu-Tanaka-Boris%27-Cocktail-Leroy-... this was used in Earthbound and Toby Fox uses it to great effect by assigning it to a keyboard. (edit: had wrong link)
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