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[Feedback Wanted] Game dev music producer with a 350-track catalog (No AI) - Need your thoughts on page layouts & track lengths!

A topic by ELECPROTE1N created 9 days ago Views: 64 Replies: 1
Viewing posts 1 to 2

Hi everyone! 🎮

I’m an electronic music producer entering the game dev world under the name Elecprote1n. Over the last 18 months, I’ve built a massive catalog of 350 tracks blending Cinematic Tech-House, Synthwave, and retro 80s-90s textures. Everything is strictly 100% human-made, composed on hardware synthesizers with NO generative AI.

Unlike the short 30-second loops found everywhere, my tracks are full arrangements ranging from 6 to 10 minutes to prevent player loop fatigue and maximize immersion. To ensure flawless integration, all tracks are set at a uniform 130 BPM, making transitions seamless.

I’ve just structured my store on Itch.io by releasing my first 3 Premium Packs ($49.99 USD each / 25 tracks per volume) alongside a Free Audio Sampler (Vol. 0) so developers can test the production quality.

🔗 You can check the Free Sampler and my profile here:
https://elecprote1n.itch.io/elecprote1n-free-cyberpunk-retro-electronic-music-sampler-no-ai

As I prepare to expand this storefront with the rest of my 350-track catalog, I would highly value your professional developer feedback:

  1. Page Layouts & Presentation: Are the descriptions and visual templates for Vol. 1, 2, and 3 clear and professional enough to justify the $49.99 USD price tag? [INDEX]
  2. Track Lengths & Tempo: Does a 6-to-10-minute full track duration fit your gameplay loops, and is the uniform 130 BPM standard useful for your projects?

Thank you so much for your time, your feedback will help me shape the next volumes! Good luck with your games!

For page layouts the thing that makes me bounce fastest is a hero that looks like a mood board instead of a readable moment from play—then a fold that still hasn’t answered “what do I do in the first minute?”

I’d try one layout pass where the top third is: capsule-quality key art + one-line fantasy, then immediately a 2–3 screenshot strip that shows verbs (move / choose / fail), and only after that the long lore or feature list. Crowded feature grids above the fold usually read as “brochure,” not “game I can picture myself in.”