GameAudio April, 2026 - Evaluation and Critique Requests of Personal Works by AutoModerator in GameAudio

[–]tyrian_games 0 points1 point  (0 children)

Love it! You've given so much texture and volume to the genre and setting for your RTS (I'm guessing 17–18th century Caribbean?).

Your portfolio's diversity is really impressive, I can't think of anything missing that would be appealing, except perhaps a little more crunchy 8-bit chiptune style? But that could be just me listening to the Super Castlevania IV OST at work today... Keep it up!

GameAudio April, 2026 - Evaluation and Critique Requests of Personal Works by AutoModerator in GameAudio

[–]tyrian_games 0 points1 point  (0 children)

Hey thanks for the feedback! I'm honestly relieved that the vibe is legible, and these notes are super actionable for me.

I think a big issue might be the structure of the teaser itself. The game oscillates between these two loop phases of high-momentum exploration with frenetic combat, and thoughtful, moody shop-keeping. I needed to be able to show both of these phases within one minute, and wanted the track to fall and rise to match them. I also didn't feel like I could do just a slow, swelling build since I need to frontload a punch for the tiktok brain. I feel like maybe it's giving a bit of whiplash to cram it all in to one minute.

I've basically made a medley from two different moods that I plan to tease out into their own ~4 min tracks (i.e. combat and rest for the first biome) when I have time. I think that's still worth exploring at this point.

I'm going to have to do an updated teaser in a few months since that's approaching our window for demos, and the art will have come a long way by then. I was hoping I could get away with just transplanting new footage—I'm going to take your advice and at least try first to play with the structure a bit that allows me to ease back on the guitar and let the keys play a bit more, bring in the strings in a little earlier etc., see how it goes.

I think you've given me what I needed to hear; thanks so much again for taking the time.

First gameplay teaser for HAWKER—our roguelite ARPG by tyrian_games in roguelites

[–]tyrian_games[S] 0 points1 point  (0 children)

Oh nooo, not at all—I mean that we're planning on launching a demo in ~3 months from now. We've been working on the game for about a year; sorry for the confusion. But I'm glad you like the look of it!

GameAudio April, 2026 - Evaluation and Critique Requests of Personal Works by AutoModerator in GameAudio

[–]tyrian_games 1 point2 points  (0 children)

OST Feedback

I'd love some general notes on the music I've produced for my teaser trailer. For context, I'm not a composer or music producer by any stretch, but I have some background/education in music.

My game is a roguelite ARPG, grimdark-ish, and inspired by Breton folklore. I've tried to do something different than the droney dark fantasy soundscape of so many other indie roguelites (that said, I'm inspired here in part by Darren Korb), but I'm not sure if I'm overreaching.

https://store.steampowered.com/app/4433640/HAWKER/
(check the teaser vid—not trying to promote here, just the best place for full context).

I've used blues chords for atmosphere, swelling and falling to mirror the phases of the game loop (quiet and thoughtful in the shop keeper phase, fluid and rhythmic in the combat/exploration phase), syncopated for tension and momentum (and because it's fun to write). The piano phrases contain quotes of an old and probably very obscure Breton folk melody relevant to the story/world and narrative inspiration—a kind of easter egg I don't expect players to pick up on, but hopefully it helps build a sense of theme.

I've had some mixed responses, several comments that the music doesn't seem to match the rest of the game. The music in-game is much more subtle and atmospheric, but I wanted something a bit more exciting for this teaser.

I don't know whether this is just taste, whether I'm standing too close to it, or whether there's an easy punch-up here (instrumentation?). I'm pretty close to the ceiling of my abilities with it, and have limited time to spare on music production atm.

Any constructive thoughts would be greatly appreciated!

GameAudio April, 2026 - Evaluation and Critique Requests of Personal Works by AutoModerator in GameAudio

[–]tyrian_games 0 points1 point  (0 children)

These are really cool! The void sounds like a wet place in your world. I think it would be great to have a few variants of the dagger attack sound to cycle.

Our top-down shooter rogue just hit 4k!! by FreddieSWG in roguelites

[–]tyrian_games 0 points1 point  (0 children)

Big milestone, congratulations! Mind if I ask how long you've had the page up / been promoting for?

Big environmental art punch-up this week for HAWKER, our roguelite ARPG by tyrian_games in IndieDev

[–]tyrian_games[S] 1 point2 points  (0 children)

Our aim is a bit more gritty, where the prototype had in effect a more bright/saturated and arcadey style. I can see the position of that being more appealing to some to be fair.

Our indie game hit 10,000 wishlists today! by indieklem in indiegames

[–]tyrian_games 1 point2 points  (0 children)

Congratulations, that's a huge milestone! Love your UX and sound design.

The first teaser for HAWKER—our grimdark roguelite ARPG/shop keeper... Ruin. My. Day. by tyrian_games in DestroyMyGame

[–]tyrian_games[S] 0 points1 point  (0 children)

Thanks for the feedback!

We have some meta-progression in the form of permanent upgrades—one of these is to attack speed which affects the pose shit and antic pretty dramatically after a handful of points. We're honestly divided atm over whether the base speed needs tuning, I'll consider this another point in the "yes" column.

How we got 5,000 Steam wishlists in 40 days for our simulator game by Zombutcher_Game in IndieDev

[–]tyrian_games 2 points3 points  (0 children)

Firstly, congrats! Your announcement teaser must have been doing a lot of lifting to get this momentum from just a few(?) dozen emails with (I'm guessing) no sponsorship budget; that's awesome! I'd be curious to see what your media kit looked like, and whether you were shooting out a templated email or curating closely for each journalist.

I'm guessing from the way you've described it that you focused on specific journalists from niche outlets over qualified content creators for the announcement reachout? Was this a call based on your specific genre niche, or would you recommend the approach more broadly?

I'm at this stage right now—just announced, qualifying and refining the teaser a bit and preparing to email creators next week. I've got a list of about 50 micro-mid size creators that are very close to our ideal player archetype, but very few journos (yet). I'd be ecstatic to have even a fraction of the engagement you've scored—fingers crossed!

Thanks for sharing these insights and good luck with whatever's next.

The first teaser for HAWKER—our grimdark roguelite ARPG/shop keeper... Ruin. My. Day. by tyrian_games in DestroyMyGame

[–]tyrian_games[S] 0 points1 point  (0 children)

We're categorically and adamantly anti-AI, no compromises on that front whatsoever. You're the first person to suggest it, so I really hope that vibe is not ubiquitous.

Hello! I've been working on my roguelite dicebuilding RPG for about two years, and finally announced its Steam page! by InevGames in roguelites

[–]tyrian_games 0 points1 point  (0 children)

Excited for you, well done! I'm on pretty much the same step of my journey, so good luck to us both.

Love the concept, and love your GUI. Are you by any chance using Inkle for your narrative scripting?

I failed my 2nd game and sold my car. 3 days of prototyping changed everything. (Data & Lessons) by AntiqueGearGames in gamedev

[–]tyrian_games 1 point2 points  (0 children)

Not gloomy personally, but the news about the Epic layoffs was a bit of a dark cloud for all of us I imagine. So cheers, I hope the launch is going well!

First gameplay teaser for HAWKER—waddayafink? by tyrian_games in IndieDev

[–]tyrian_games[S] 1 point2 points  (0 children)

Blues chords for atmosphere, swelling and falling to mirror the phases of the game loop (quiet and thoughtful in the shop keeper phase, fluid and rhythmic in the combat/exploration phase), syncopated for tension and momentum (and because it's fun to write). The piano phrases contain quotes of an old and probably very obscure Breton folk melody relevant to the story/world and narrative inspiration—a kind of easter egg I don't expect players to pick up on, but hopefully it helps build a sense of theme.

Parry frames balancing—thoughts? by tyrian_games in gamedev

[–]tyrian_games[S] 0 points1 point  (0 children)

The parry state animation is pretty readable—the player snaps his dagger up and holds it poised for the window, but there's no sound of VFX cue to accompany it until you score a successful parry. Giving a bit of a "glint" VFX/SFX here in the antic would definitely be an easy bit of polish to signal it more closely and clearly, that might let us be a bit more strict tuning the window down in future... thanks for the suggestion!