Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Denny'sGuy

45
Posts
2
Followers
A member registered Jun 12, 2021 · View creator page →

Creator of

Recent community posts

Glad found it memorable! My aim for all of my music is to try to make it as memorable as possible over everything else, and I'm glad it succeeded in your eyes. I think having multiple instruments playing the main melody also adds to a grander sound, grander sound = larger than life theme. Thanks for listening!

As a guitarist myself, I appreciate this piece and its qualities. I'm trying to imagine a scenario where this would fit as a villain theme, but it's quite difficult to imagine. There are some notes that have a dissonance quality (I think the use of chromaticisms is what I'm thinking of) to it that I think has a more "mysterious sound", but I would say nothing sinister. I think this would fit well in a silent mono-chromatic short film.

I enjoyed the "waltz" feel on top of the dissonance (wow what an original comment). But yeah, I get the sense of a haunted house where I see ghosts or demons dancing. The change at about 13-14 seconds in is very apparent, but I think it could have been more prominent and could have evoked a stronger sense of emotion (dread, maybe tragedy), but effectively, I think it gets us where you intend us to be. 

The somberness of the piece and calmness also gives me a sense of floating in space. This theme makes think of movies like interstellar. The tempo increase throughout the piece paired with the clock ticking sound emitted a subtle tensity that felt ominous and gave me an overarching sense of dread, it really made the calmness of the piece quite a red herring. I think there's a lot to this piece that is extremely effective, but might not be recognized immediately. Definitely a sign of creativity, in my opinion. It would be nice to see this piece get a proper ending! Great job overall!

Actually, I did noticed that too, but didn't want to mention it. I'm glad you did! I was a little baffled by the fact. Great minds think alike, I guess ;D. I feel honored by your thoughts and analysis. Thanks for the feedback!

Glad you enjoyed it. Thanks for the feedback!

(1 edit)

Yeah the I, #IV is such an ominous powerful interval. I think you did a good job representing it here. I would love to hear a proper ending that this piece deserves!

Hehe great work as usual! Love the use of metric modulation (or is it just a time signature change?). I think of Castlevania, but instead of Dracula, we get an evil clown. I also like evil clown themes too.

Sure! Actually, I think it might be more practical to look at the mod from the C major scale as sharping the 4 creates the Lydian mode (I'm not sure if the scale I made from sharping the 4 in the minor scale is an actual scale, but if it is, it's definitely not as well known as the Lydian mode).

(1 edit)

Glad you enjoyed it. Yes, the tritone can be considered a bV (or diminished 5th), but my reasoning for calling it a sharp 4 is that when modding the scale (minor), you sharp the 4 while the 5 still remains in the scale. Also, It's easier for me to read it as [I, II, bIII, #IV, V, bVI, bVII] than [I, ii, bIII, bV, V, bVI, bVII] as we have a distinguished number for each interval (rather than displaying 2 Vs we read the intervals in succession as IV, V).

probably my favorite one so far. I can definitely see what era of gaming this piece fits into. Iove the use of the percussion and chromatic percussion instruments.

Thanks! Cross Code is a huge inspiration to me!

Very serene piece. Has an introspective quality to it which I think is akin to the Fall spirit. Great job!

This can definitely fit a more "retro" game aesthetic. The percussion in particular reminds me of something like Runescape which is probably one of my favorite OSTs of all time. I love the combination of acoustic and synth instruments. Sine wave synths are always ear candy to me. The melodies are pretty decent and memorable. The change in tempo really adds a dynamic element to the song which I think is appropriately related to seasonal change. good job!

I like how dynamic this song is - to which I think represents the seasons pretty well. The dnb section was my favorite. Great job!

excellent work here. I love the melodies and the jazz fusion and prog influences here. The compositions are nice and seem appropriate for a retro action adventure game or rpg.

The pan flute along with the accordion is some of my favorite instruments to utilize. I was hoping that that track would catch people off guard with the change in energy and the inclusion of electric guitar. Glad you enjoyed my work! Thanks for listening.

You definitely put much more thought into this album than what I thought this is worthy of, so that really demonstrates your passion for the craft. Thank you for your thoughts. It's cool to see some of my music through a bit of an analytical theory lens from another person - it feels like I'm being exposed, but in the best way possible. I'm glad you enjoyed my work and that does motivate me to want to continue composing for this "world". I initially had about 13 tracks in mind, but my brain only seemed to allow me to get 6 out this time around, I'm glad I didn't force myself and went with songs that I felt satisfied with rather than a bunch of songs that were kind of "meh". I would probably also add parts and alter some of the existing songs.

My goal is, in fact, to tell a story, as someone who studied screenplay writing in college, acquiring those skills actually help me compose music - pacing, grasping the audience attention, hook, structure, intention etc. To me, melody is key for a lot of music when it comes to grasping the audience's attention - I think that's usually the part of music where we can connect to the most. Your album, in my opinion had some ear catching melodies and I can tell your knowledge in theory oozes through your work as well.

The ps1 era is exactly what I was going for, I think using my roland sc-88 vst really sells that.. it also does have some really classic instruments that I can't help to use.

Feel free to leave criticism back as well. I'm always open to improving my work in whatever way possible. I think this work could have used a bit more leitmotif, to which, I could not quite find a hole for one. Perhaps, if I revisit this, I will be able to put more time into that aspect. Anyway glad you liked it and thanks for listening!

Good tracks here, I like the mix of different electronic instruments; however, the use of leit motif was a little over done though (good melody, but became grating after the 7 tracks). Would be nice to hear some variation in melodies presented, otherwise, it was a fun listen.

Music here is well composed and instrumentation was great. Great use of leit motif as well. Overall, the songs paint a coherent picture.

chill tracks to listen to. Great guitar playing. I can definitely hear this playing in a coffee shop. The music in games like VA-11 Hall-A definitely need a soundtrack that you can jam to and I can definitely jam to this.

Thanks! SNES and PS1 era is what I was going for.

Overall, really good! The bossa nova theme was a treat. 

I think my favorite was the climb the mountain song as it has a great ambience 

and the introduction of the drum kit was a nice touch (they all made for a great ambience tbh)

definitely paints a vivid sentimental feeling. I like the use of using synths amongst the orchestra and the electric guitar during Daemon was a nice surprise. The beginning of Daemon vaguely reminds me of pac-man world 2 while the orchestra melody seems reminiscent of what I'd hear out of a marvel film - both what I'd consider good things.

Pretty fun little minimalist ost. I like the album artwork whether it be original or not. 

some pretty cool ideas here. I loved the jazz influenced songs the most.

One thing I want to point out is that the volume level for the 2 middle tracks dips pretty hard in comparison to the rest of the album - at least the sound cloud versions.

Thanks, that was one of first attempts at doing anything digital like that really... All created in aseprite of all programs xD.

Now that I think about it, there are no face vibes there. These character designs were literally off the cuff, so I suppose, subconsciously I took some inspiration from that film.

Glad you enjoyed the music as well!

(1 edit)

ah falcom. definitely an inspiration of mine. a company that knows vgm.

Glad you enjoyed my work :)

Nice FM style music

This is probably one of my favorite entries so far. I can say I was immersed into the world as it felt like a believable place. Also, I'm not only a sucker for 2D/3D hybrid graphics, but low poly 3D is becoming one of my favorite aesthetics. 

Game play wise, it was fun and I appreciate how you incorporated some platforming elements which was essential to take pictures of certain things. Personally, though, I didn't find enough incentive for taking pictures (I did anyways since that's what the game wanted me to do). I think there's room to expand on that feature - maybe there's a score and/or currency system, maybe you need to take certain pictures to progress to the next area.

Atmosphere wise, the game was pretty relaxing and the music was perfect for the environment. 

Great work overall!

[spoilers]


I loved how you introduced the big foot mystery as you scale up the mountain, and how it ends up tying into the plot - it was pretty wholesome.

Yeah, I could have done a better job explaining the health bar at the top. In lore explanation, you are the amygdala trying to regulate a human's (who is on the verge of emotional break down) emotions. So that bar represents "mental health" - If you let that bar deplete to zero, you lose a life. The bottom right was supposed to be enemy health, but I was not able to get it working properly in the given time. 

Thanks for play and glad you enjoyed it!

good point! thanks for playing!

Looks like I didn't full screen the game, so I didn't see the hearts. That's good to know.

I would also say a score system would be cool. I do use GMS2!

Solid platforming mechanics and I like how each mechanic is an upgrade as you progress.

Production value is up there. Music and audio sounds professionally done, and visuals were well done as well.

(1 edit)

Wow this was really good. To see cuts cenes and pretty well detailed pixel art has been a treat so far.

Enemies had some variety, animations were good, art style consistent, sound design was excellent. The visual and auditory feedback was very satisfying.

I can tell this a more experienced dev - for a one man team, they accomplished a lot. However, I ran into a game breaking bug - when I died during my run, the player death animation executed, but nothing happened after that and I was simply stuck with no way to continue or restart the game. 

The game is alright to play, I would imagine there to be more variety in the future for how you go about beating the game (also more levels, of course). I never really felt like I had to strategize on how to get to the goal. Building things was pretty sequential and linear. Conceptually, I like where this is going though and can see potential (I understand this is a prototype).

Couple issues with the UI:

- I had to really read to understand the resources needed for each thing that I needed to build or for expeditions. Structuring descriptions in a way that will make things effortless for the user, will help improve the UI immensely.

one example I thought of:

[Structure]

Description:

Research Cost: 25

Mages needed: 5

Time: 30 seconds

- counter for expeditions and facility share the same spot on the UI. I definitely think the timers need to have their own specific location - for not only better visual feedback, but to distinguish when multiple processes are going on at once [preferably, I would rather look at a progress bar than a counter - but this works]. The timers sit on top of each other at the moment and bounce between each other to show the numbers counting down which, I guess works, but visually is an eye sore.

- because the game is dependent on actions being described by the UI, it will be important to make sure the UI is as optimized, user friendly, and as visually pleasing as possible. Keep up the work!

Graphically, the most impressive game I've come across so far. The game is simple yet serviceable. I think the theme and limitation are implemented well. To see (hear) voice acting as well, was a great touch. 

Art style was cute and I absolutely love the mix of 2D and 3D assets. I like how you have to carefully pick your route - not all routes leading to the side where the customer resides will lead to the customer - so there is a bit of memorization/puzzle aspect. Animations, yet simple, are smooth and work in conjunction with the overall paper-mario-esque aesthetic.

Overall, I didn't encounter many bugs at all - so I can tell that the programming side of things was handled pretty well.

Great work! (bonus points for using an accordion in the instrument arrangement for the music).

PC

Aesthetic and style was consistent so the nightmare-ish theme you were going for sold me. The shooting mechanics can be better implemented.

- I think utilizing the mouse to aim would definitely be a quality of life improvement rather than a handicap - especially once more elements like other enemies appear during the run. Having to physically stop moving and turn around to shoot the boss while trying to dodge enemies hurt the flow for me - my issue with the bosses in games like metal slug that have this format, although, there is typically less elements to deal with on screen (think of metal slug 3's first boss).

- having quicker accessibility to shooting towards any part of the screen would definitely be a good thing, imo

- With how far I got, I saw no point on shooting downwards - maybe there are specific ground enemies that appear later that you have to shoot.

- jump animation is a little wonky , but I'm not going to rate quality of animation with how little time we had to complete our entry - it works - that is all that matters right now. Animations are overall serviceable for what you were trying to accomplish.

-I like the implementation of an upgrade system. It's cool to see game jam games incorporate them with how little time there is to complete anything.

overall, a cool little run and gun keep it up!

Graphics were great, music was good, game play has the difficulty of a shmup.

Aesthetically, I like what is here, the crt filter was a nice touch. The visual ques when you get hit was nice, fairly extravagant and I like how the animations were animated to the beat of the song. The pixel art was of higher quality than other entries I've seen so far (which makes sense, as this is the first quartet that I've encountered). 

The variation of the bullet patterns is nice, and I like how there are essentially phases for the types.

I didn't get that far, but I got far enough to see the phase shift once.


Overall, good work!