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perplexingbestiary

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A member registered May 29, 2025 · View creator page →

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Hi! I'm a freelance composer and sound designer. I've worked with music for about five years and I've been focusing on sound design for the last two. I've been working on my own 3D horror game in Unity with FMOD audio implementation in my spare time. I haven't worked with Unreal before so I'm not sure if I'd be too helpful with audio implementation, but if you haven't found anyone filling the audio roles yet, I'd love to work together!

Hello! I'm a sound designer and a composer and I've worked on a few different games of my own and with a two-person team for the GMTK game jam this year. Sorry, I couldn't dm you; I couldn't find that contact information. I've left my contact info on my profile page on itch.io if you'd like to get in touch.

I knew this day would come. Mavis Beacon has prepared me well.

This game is slick. 

I loved the driving mechanic. I didn't even know about drifting until halfway through and it still felt amazing. I did pretty well through the first few days, so I had no idea what was going to happen when the countdown hit zero until I got stuck in a copse of trees and was told who was coming (never have I had such fear). The speed-up music near the end of the countdown was perfect. 

All to say: this was great. This game is a blast. I'm probably coming back later to finish it.

That was delightful. I've always loved the gameshow level of RPG's and this game had that same great atmosphere. The mouse/aiming system took me a few tries to get the hang of, but I'm not the best at these types of games anyway. 

I loved the system you seemed to have for the announcer responding to the player's actions. Were the audio cues randomized or were they actually linked to what was happening during a round? I thought I was noticing a correlation between when I was getting hurt and a more negative comment from the voice, but I wasn't completely certain.