Alright. I regard myself as fairly inexperienced, but giving critique grows with experience too, so why not?
The chords in this work are great, man. This is a beautiful piece. I absolutely loved the fading synths on the side to accompany the lead. One thing I notice is the softness of the accompaniment, yet the lead (when ending held phrases), doesn't taper. It stops abruptly. I would add the fading effect you have in the other parts to the lead as well.
One other thing I would possibly try is shifts in dynamics. When I think of the sea, I think of a gradual increase and decrease in volume, like swells.
Honestly, I don't think that this piece needs it, but I am curious as to how it would effect the atmosphere.
Oh, I got a chance to hear a track by
Funk Fiction play.
D.O.P.E.
Definitely checking more of that cat out.
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This is my first post on this forum, and this thread really caught my eye. I've been working with a friend for that last two years on his gaming projects, but I feel like I need to start challenging myself more. The game we are currently working on is similar to Dig Dug but with Minecraft elements to it. This particular track was created after my friend said he wanted something with an Air theme. Please let me know what you think and don't hold back. My goal is to improve!
https://soundcloud.com/damzigy/airThank you!
The composition of this is very fitting (especially the ending). It emits a light-hearted and adventurous feel which, based on the level's description, fits perfectly!
One thing that I would consider is bring in (turning up in volume) the supportive instruments. The violin births the piece, and you create a very interesting backdrop, but it is difficult to hear.
Keep it soft, but then gradually crescendo that part? I mean, there are a ton of things you could do, leading up to 00:51 - 00:52 (which I assume is the high point of the piece).
I think manipulating dynamics would make this piece come a live. Rises and falls. That, and perhaps a bit more work with balancing and mixing (something I also struggle with).
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The intro of this sounds like a sick 8-bit hiphop beat in the works.
What I instantly noticed were the kick and the noise frequencies (along with high-hats). Basically, the percussion. They seem a bit dry (the high-hat for one), and the noise seems to be a bit overpowering.
I would perhaps focus on manipulating the drum samples a bit more (reverb, eq'ing), to try and get a more open sound, similar to (but not exactly like) your 8-bit samples. The drums feel out of place. This is a review of the first track (Dark Ruins), but upon listening to a few others, it seems that the same dry, percussive sound still persists.
Another thing I would suggest is varying the samples you use, and the 8-bit timbres you create. Though with 8-bit the timbrel selection seems limited, you can do so much. Much of the tracks sound exactly the same. You can take different approaches to how you compose. For Mystical Forest, you could try only using the square wave, accompanied by pads (heck, you could take the hits you have, manipulate those, and come out with a very eerie and ominous styled pad). Try differentiating your approach a bit to make each track unique!
Impossible-Bonus is probably the best piece so far (in regards to balance), but the percussion still needs work.