I made the IGF deadline! I worked a ton of hours this week, but I got all the audio problems solved, and all audio reasonably balanced. If you’re wondering what kind of issues might crop up with audio, some examples are:
- Sounds not playing if they were exactly vertically aligned with the camera
- Looping sounds continuing to play even after the boss/enemy/etc was dead
- Ducking being completely broken / not working
…et cetera! I’ll probably need to do one more pass to make sure all sounds are playing at good volumes, but in general, it’s all peachy.
Tuning Difficulty
I had some time left over before the submission deadline, so I did a full pass of the game’s difficulty, too! For a while I’ve worried the game was fun, but kind of unengaging — besides not having any audio, I think a lack of difficulty was to blame. I went through the game on Very Hard, level by level, boss by boss, and tuned everything way up!
Now, I recognize that I’m really good at Bleed 2. What feels too easy to me is probably way too hard for many others. With that in mind, I didn’t even touch the Easy or Normal difficulties for 90% of these changes — I tuned Very Hard to what I felt was a real good (but fair) challenge, and then changed Hard to make a smoother transition across difficulties. So in the highly accurate graph below, the red line is what the progression was like before, compared to the yellow progression now.

It also got me thinking about how I tune difficulty, and I think I rely on three methods: raw numbers, fairness, and what I want as a player.










