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One technique I used in my older title Square Shooter was to have several different pew-pew sounds for the game's only weapon, and select among them randomly every time a bullet is fired. Another technique I used in Attack Vector was to have a rich sound landscape, so that a lot of sounds overlap all the time, making it less obvious there's just a few of them. Neither is perfect. Both help. And it's a lot easier than making actual dynamic sounds.