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Hello! Thank you, I’m glad you found Phosphorus fun!

  • My idea was to make people use paper and pen as an aid to sketch out the level as that they progress and find the exit, as some players might want a tougher challenge without any such extras, i let the player tackle the onus of the exhaustive exploration involved

  • there is a climax for the game, and I believe it offers one of the best closures it can give to Phosphorus, and no jumpscares, I don’t like jumpscares or screamers in quiet games as they tend to sometimes cause panic attacks in people, so I would hate to hurt someone even accidentally, maybe I will include jumpscares in my other games, but they won’t be as quiet as phosphorus if that’s the case

  • thank you, I explored a lot in audio effects and split them into multiple layers to fill the world around the player, I am so glad that people liking the visuals and the audio is a recurrent thing, audio has been one of my biggest areas of exploration and I have found that audio design is very very underrated! I hope to continue with more such explorations in my future games!

Thanks for playing!

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I have a few questions. How do you design the Audio? Can you recommend some tutorials? I have seen the climax video, (from the source code), how did you make it? Which software? Which tool? It was soo cool to be fair. 

Audio nodes used are AudioStreamPlayer and AudioStreamPlayer3D, some are positional like the LED light buzz, some are animated audio tracks - match crackling, the match ignition sounds

The climax is rendered as frames in figma and composed/edited in Da Vinci Resolve (free edition)

I don’t really have any proper tutorials to recommend as phosphorus is more “layered” audio instead of using a bigger audio management technique

I used the basic Master bus, added some streamrandomizers, and turned the audio volumes a bit, if you want to create a cooler audio region, you can try blending audio with positional overlap (Area3Ds with audio node child, these are very flexible and really good at making the audio seamless and realistic) I will try to find proper tutorials and send you

I had a musician friend who jammed with me and she taught me a lot about it, so I didn’t use tutorials

Using random position, volume, range, etc adds a lot of variety to our audio and that randomness is crazy effective at pushing the idea of “being there”

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Thank you so much, If you find resources you can dm them to me on discord (prashant.singh)