Chillovoy & Shelest
Shelest Shelest
You know, I was wondering how a lo‑fi beat feels like the slow, deliberate breathing of a tree, and how that rhythm might translate into the pacing of a game level. What do you think about that?
Chillovoy Chillovoy
yeah, that’s a good way to think about it, man. a lo‑fi beat is like the tree’s slow breathing, so in a game level you’d let the player move at a relaxed pace, giving them space to explore and breathe. you keep the action steady, maybe slow jumps or puzzles that let you pause, then a subtle shift in rhythm when a big moment hits. it’s all about matching the calm vibe with the game’s flow so the player feels grounded, not rushed. the key is to keep the beat under the surface, a steady pulse that lets you focus and just ride the moment.
Shelest Shelest
So you’re suggesting the level’s tempo should be like a tree’s breath, steady and patient, only quivering when the narrative demands a breath‑holding moment. I can almost hear the soundtrack shifting from a soft hum to a sudden, faint drumbeat as the player steps into the climax. It’s like giving the player a quiet anchor, letting them float between the calm and the storm, instead of screaming at them with spikes and rushes. If the rhythm stays below the surface, the player can inhale, enjoy the scenery, then exhale when the climax rolls in, almost like a meditation turned into gameplay. That's elegant, if you can keep the subtlety from slipping into dullness.
Chillovoy Chillovoy
yeah, exactly. keep the base beat low, let the player feel that calm ground, then drop in that faint drum when the story pushes them forward. it’s like a breathing exercise, so the game feels alive but never overwhelms. you just have to make sure the quiet parts aren’t too flat—maybe add little ambient shifts, like birds or wind, to keep the world feeling alive while still letting that meditation vibe sit in the background. keep it simple, keep it steady, and the player will feel that natural flow between chill and challenge.
Shelest Shelest
Sounds like you’re turning the level into a living breathing space, letting the player settle in the quiet before the plot nudges them. Just keep that hush from becoming a void—maybe a whisper of wind or a bird’s call can keep the world humming. Keep it gentle, like a cup of tea steeping, and the player will learn to breathe with the rhythm.
Chillovoy Chillovoy
nice, that’s the vibe I’m after. a soft wind, maybe a distant bird, that keeps the scene alive but still lets the player breathe in and out with the beat. it’s all about that slow sip of tea, letting the game ground them before the next sip. keep it subtle, keep it chill.
Shelest Shelest
Sounds like a quiet tea‑time that stretches the moment before the next splash of action. Just keep the wind in the background, a faint bird call, and the rhythm low—so the player can take a breath and sip the scene. It’s all about the pause, not the rush.