GRIM INTERVENTION
Embark on a thrilling journey through the treacherous Realm of Greed wielding your mighty scythe. Explore the procedurally generated labyrinth to find the key to the boss room. Try to get as many souls along the way before you win... or before you get defeated.
Since Grim Intervention is a roguelike, losing isn't really losing. On defeat, all your found souls will transfer to your office where you can spend them on permanent upgrades that will unleash your reaper's true potential. But that's not all! You can also discover exciting temporary power-ups scattered throughout your journey, each one enhancing your gameplay in unique and unexpected ways.
Alot of FMOD work on this project with parameters to trigger end states on fight events.
I created another parameter for the boss music to end on boss death.
To alert the player that they have low health, I created a snapshot-cutoff effect that gets triggered through a parameter. It also changes the music to only unison bend strings.
The atmosphere sound for the level has alot of scatterer instruments to get as much randomization as possible. The different intervals and pitch makes the sound just loop with endless randomness.
Used alot of multi instruments with multiple versions of the same kind of sound (For example footsteps). To get a nice shuffle on the sounds and more variations.
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