Benji Flaming

Three is a Crowd

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It’s been another week of major changes and enhancements. Highlights would include:

There have also been some enhancements to the sound design.

Firstly, there is a new sound for when you level up, and this sound is played again when the upgrade-selection dialog is displayed or closed (to reinforce the connection between leveling up and picking upgrades).

Secondly, the way that sounds and music interact with the orbs has been fundamentally changed. Ever since shortly after the orbs were introduced into the game, each one had been assigned a musical note which was based on the note which was being “sung” by the shattered crystal which had spawned them.

This approach worked well sometimes, but the newer gameplay features are allowing some orbs to be collected long after the music has moved on to a different chord - sometimes with unpleasantly harsh and discordant effects.

Consequently, in this week’s demo, each orb is given a random “size” when it is created. This size does not (yet) affect it visually, but it affects how much Woo-Woo the orb will deliver if collected by the player.

Whenever an orb is collected, the game will examine the current chord voicing of the game’s music, and play the appropriate musical note corresponding to the orb’s size.

I might not be explaining this very well, but the bottom line is that I think you’ll find collecting orbs feels better in this update.

If you’d like to try it out for yourself, the download link is available from the Ko-Fi post.

(Archived gamedev post from 2026-01-23)

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