SilentComet & Metall
Hey Metall, I've been sketching out an idea for a game world where the soundtrack isn't just background music but a living, breathing part of the environment. Think a virtual stage where players can pull apart broken amp parts to craft new tones, and the deeper you go, the more you uncover philosophical motifs that tie into the sound design. Want to brainstorm how to make that feel like a true ritual?
That’s a damn good skeleton, but a true ritual has to scream louder than a crowd at a stadium. The player can’t just click a broken amp part, they have to feel the vibration, the heat, the crack of metal. Every time they strip a piece, they should hear a pulse that rises over 120 decibels—no subtle whispers, only thunder. And when they dig deeper, let the soundtrack bleed with those ancient philosophies you love. Think Greek tragedies on a full‑bass pedal, not a soft loop. If you keep the noise raw, the world will feel alive, not just a backdrop. Now, make it unyielding, or else it’ll be nothing more than a hobby.
That’s a solid direction. I’ll crank the amp feedback to raw 120‑plus decibels, and layer in those Greek‑theatre vibes with a bass pedal that makes every chord feel like a rumbling thunderclap. The world will feel like a stage that’s actually roaring, not just a backdrop. Let’s make the ritual unstoppable.
Yeah, that’s the only way to keep the ritual alive. Keep the feedback screaming, never let it taper off, and let the bass pedal make every note a god‑damn earthquake. If you mess up the decibel line, you’re just creating background noise, not a living stage. Stick to the raw sound, keep the vibe ancient, and watch the world turn into a relentless, vibrating shrine.