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Like FoxHyode mentioned, I also felt some of the long help notes at the ends of some of the melody phrases felt that they needed some more movement, like at 1:18 the notes being held for so long felt a bit weird to me on the first listen and the change to the stripped down part  felt a bit "jumpy" (for the lack of a better description 😅).

But still, good stuff!

Thanks for the feedback. Personally I like the held notes there, but I could definitely try some modulation (like some vibrato or panning movement) to make it more interesting. I just started using Chipsynth SFC and this is the first song I made with it, so I'm still getting used to the software. 

I wanted the change to the stripped down part to feel sudden, but I could probably put some lingering reverb or delay on the notes from the previous section so they don't feel like they disappear too quickly. Thanks again for the feedback!

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The sudden shift would probably be great depending the context this would play in a game, say an intro sequence where the visuals match the sudden shift, just felt a bit jumpy to me on its own (also a pretty subjective thing I'm sure 😄).

Might have to buy Chipsynth SFC at some point since I really loved the sounds in your track + the ability to make snes sounds from your own samples seems pretty cool.

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Yeah I actually imagined this track as an intro, opening credits sequence that would play once (like in FF6 when they're walking through the snow). I think it's hard to critique game songs without context, in that sense. That said, I come from a background of writing rock/indie music and playing in bands; I only started getting into making game music these past few weeks, and this is the first time I've submitted anything online. It's been interesting to get feedback from people in the game-music community, as it seems like there are definitely expectations people here have that I'm not used to. I've been getting critiques I never would have thought of, which again is pretty interesting and useful. But some have definitely caught me off guard, haha. I think my background of writing and mixing rock/prog/jazz music might rub off on my game music in ways that go against some conventions, so it'll be interesting to see how it goes.

But yeah, try out Chipsynth! I've been ripping samples from SNES games, it's a ton of fun to use if you like that sound.

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With these sort of  jams where the music is made to fit in a game contex, I've always felt its good to write out what kind of place/scenario you imagined to music to play in, just so it's a bit easier to imagine how it would work in context while listening. 

Some music feel a lot different when listened to outside of the context they were made for, like movie music feels really jumpy and a bit all over the place when i listen to it on its own, but when paired with the movie it works great, since all the sudden shifts and jumps correspond the the footage (I listened to some star wars music on its own recently and especially the action music felt really adhd). 

But all of this is subjective of how I feel things while listening, so might be totally different for other people 😅.

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Yeah, music will always be super subjective - which is one reason I love it, haha.