SD Policenauts, an RPG sequel to SD Snatcher
Most of us rely on sight to parse levels into individual elements, setpieces, segments, and so on. Soundvoyager has sparse visual elements, more as hints and aids than hard elements—what you’re really interacting with is a soundscape. How does level design come across when conveyed by sound rather than sight?
Audio game developer CAE Jones details his experiences designing and developing audio games.
Cool info from developer CAE Jones! He’s got a hefty catalogue of audio games and utilities under his belt. Here, he discusses playing audio games, finding resources to build audio games, and finer aspects of audio game design.
Hey! What makes a good track for F-Zero, the SNES one?