dynamic music that changes based on other factors. speeds up, more instruments, higher pitch, more feverous. love it. hit me with that until my heart's going 250.

dragon warrior iii for the game boy color describes me as "stubborn", and i'm tempted to agree with that assessment
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dynamic music that changes based on other factors. speeds up, more instruments, higher pitch, more feverous. love it. hit me with that until my heart's going 250.
How do you feel about the drowning music in Sonic the Hedgehog?
https://www.youtube.com/watch?v=7LaLHsm1HEE
there are some good "time up"-type warning tunes that work well. donkey kong '94, for example
more games need this (i've always adored the OST of of mirror's edge for it, scoring the levels with electronic ambience until something justifies putting a BGM with a beat down), but while you can use like, FMOD in the big two engines (and godot if you're willing to do some hair-pulling, it looks like), the ideal solution (for flexibility, or at least in my dreams anyway) would be sequenced music with robust engine-side control for tempo, channel volume, pattern seeking, and parameters of basic DSP effects (low-pass filters, reverb), but such a thing simply does not exist as it stands