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Sopra, City in the Sky

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Author Comments

Area theme from a game I'm working on. Yeah!

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Actually blown away. This is such a good angelic/positive/sky city theme. What, 4-6 totally different sections?! It keeps the mind from getting bored of the same repeating sounds. Great design decision there. Curious how the end gets mysterious. My favorite part is when it really kicks off at 1:16, unafraid to really push the limits.

Wish I could use this in a game of my own to be honest! I recommend you think about sharing it with like, RPGMakerweb community if you ever want to inspire others with your works. Well done!!!

WarmanSteve responds:

Glad you liked it! I was hoping to have a bit more going on in the composition, but it's always a fine line between having variety and being unfocused.

There's a reason for the tone of the ending, though it'll be a while before my game comes far enough along to utilize it :P

Good idea with theRPGMakerweb community, after my team wraps up our current release I'll really be able to focus on this game.

Cheers!

I love video game music :O Your transitions are lovely. Its never a dull moment in this song is there :P

Interesting mood at the beginning. The bells and pads have this dissonance about them that's still somehow soothing. I love the phasing synths that first pop in around :20. You successfully changed the pace at :38, which is good. The drums are still mastered really quietly, though. I think you need to compress them, and then make sure that you've equalized out all of the lower frequencies in everything except the bass and kick, because I can hardly hear the kick here. Despite its slower pace, :37 felt like a chorus/refrain section. Yet you never really added to or even returned to that melody later in the piece. I think one thing you really need to focus on in general is coherence. Perhaps the fast-paced, dynamic nature of these tracks is fitting for a video game, but if you're not listening to this on loop 50 times while smashing cartoon monsters, the broad disparity of different sections of this piece come across as pretty jarring. You have this great bell-like trance going on for the first 35 seconds or so, and then a more bass-heavy atmospheric section at :37. From there, you dive right into a bubbly, fast-paced retro VGM vibe. I'm hearing some more bell-like instruments at 1:49, but by then the harmonic structure of this piece is completely different than what it was at the beginning. Perhaps it's okay to make these sorts of drastic structural changes for a breakdown or bridge section, but I don't think they should occur throughout the piece. Again, this is my perspective as someone used to judging stand-alone content. I hope this makes sense, and if it doesn't please PM me with more questions. I can understand why you're a well-respected video game composer on this site, but the compositional expectations are simply a bit different for the audio-only contest format. Hope this helps! Good luck with your future tracks, man. ;)

Credits & Info

Artist

Listens
853
Faves:
3
Downloads
15
Votes
8
Score
4.25 / 5.00

Uploaded
Jul 18, 2016
6:06 PM EDT
Genre
Video Game
File Info
Loop
2.6 MB
2 min 53 sec

Licensing Terms

You are free to copy, distribute and transmit this work under the following conditions:

Attribution:
You must give credit to the artist.
Noncommercial:
You may not use this work for commercial purposes. *
Share Alike:
If you alter, transform, or build upon this work, you may distribute the resulting creation only under a license identical to this one.

*Please contact me if you would like to use this in a commercial project. We can discuss the details.