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Ice break

Snowy slide

Section designed for:

This soundtrack was designed for the first world, "the ice gates.

The soundtrack starts up as the stage starts, Olso the main character appears on a ledge and he is just suppossed to jump down.

Design phylosophy:

This soundtrack was inspired by a flash game I played when I was little called "Jack frost" by "Nitrome".

The start part of this soundtrack sounds clumsy and stopped, in the game lore is because Oslo is not a great skimo and he is clumsy and he is just starting an adventure to save his sister who fell in a hole.

The sountrack sounds like wonder as Oslo has never been that deep inside a snow cave that has enormous caves, but the music is also made to sound with high notes like the character is still on a high place and thats because in the game progression Oslo gets deeper and deeper inside the caves.

Monument

ZalvsMay

Underrated space

Section designed for:

This soundtrack was made for the first sections of the game the Abandoned Honey moon (World 1)

This soundtrack plays immediatly after starting the game for the first time and the player is greeted by a simple tutorial.

Design phylosophy:

This soundtrack was made to be easy on the ears as the actual harder stages are later, it is slow so the player understands there is nothing to be worried about at the moment.

The slow space exploration music is written as a mix of synthetizers that make up space action music but as mentioned earlier it is slow so the player will not get stressed. Also the slow pace makes it up perfect for the actual game tutorial and the following 3 stages which are incredibly simple.

Monument

ZalvsMay

Anything for a pop

Section designed for:

This soundtrack was made for the minion factory (World 3) of Zal vs May.

The name of the soundtrack is due to the in-game lore of that section, Zalza, the main character is just in the factory to find a soda dispenser as in most construction zones there is one. (Spoiler: he actually finds it)

It begins playing for the first time after the player appears in the stage and takes a peek around what is new on the factory zone. After peeking at a assembly line that improves a basic enemy into a more dangerous enemy the player is attacked by that new and improved enemy type and thats where the soundtrack begins.

Design phylosophy:

The sound is heavy, such as a factory, with a heavy drumset to emulate the sounds of heavy machinery and strings that make the music sound like pure danger. The heavy bass is there to provide a classic rhythm that plays in media where heavy work is necessary. And finally robotic sounds to accentuate that the place is in space and controlled by pure scifi.

Monument
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