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Crescendo

An arcade shmup in three acts, written to put an adaptive-music engine under real playing conditions. The soundtrack listens to how you fly.

Download

About

This is a test game. It was built to prove out game-audio, the .track engine behind Plainsong and Plainaudio. That engine claims a soundtrack can follow a game on two axes: layers fading in and out with the moment, and whole songs re-sequencing at musical boundaries. A demo track cannot show whether that holds up while someone is busy dodging, so the claim needed a game around it. The gameplay serves the music: every mechanic exists because it drives something audible.

What to listen for

Browser or download

Both run the same song graph and the same beat-driven waves. In the browser the short stings (kills, boss entrances, the sung taunts) fall back to a plainer substitute, and layer volumes cannot be faded, so the arrangement changes in steps at song boundaries rather than continuously. The downloads are where the mix actually breathes.

Tutorial

Move with WASD, the arrow keys, the left stick or the d-pad. Shoot with Space, J, the gamepad's south button or the right trigger. Focus with Shift, K, the left trigger or the left shoulder: the ship slows, its true hitbox appears and the shot spread narrows.

Not shooting charges a heavier shot in three stages. Escape or Start pauses, F11 toggles fullscreen, - and + set the volume. A connected controller works in the browser too: press any button on it once so the browser notices it.

Links