You can check out some game info and the entire Rorasuketo soundtrack by Michael Chadwick here . It's absolutely divine. When I said I wanted to pay homage to the Super Nintendo games of my youth, he went to town and grabbed some soundfonts from games like Final Fantasy IV, Earthbound, and Battletoads . I am so happy with the results. The battle tracks are head-bangers, and the emotional lows are perfectly bittersweet. I wouldn't change a thing. I've known Mike since the boom days of of LiveJournal — which is a long time, for the kids following along at home. He's an immensely skilled guitarist and songwriter, and has a really impressive catalog of work . Originally, I was going to write the music myself, but Mike has far more experience. And in creative projects like this, doing everything yourself has the potential to turn out an inbred, constipated piece of art. Collaboration adds depth to the work that you might not have realized before. It lightens the workload....
Something I've saved for the last big push of the game build is the derby bouts* themselves (of which there will be four). It may have been a poor strategy, saving the most tedious parts for last, but here we are. Maybe I needed to get all the art and affection mechanics and endings and town maps to build the sunk cost to a point of no return. Anyway, I've been developing the individual minigame mechanics of these bouts for a while, and you do encounter most of them in the demo at team practices. So I've had things more or less planned out and built - all I have to do is piece together all the if-thens at bouts and plop in the quick time events. If you succeed or fail at one task, there's a branch. If you succeed or fail at the next task after that, there's a branch. And so on. So you can either rock a jam completely or fail it completely - or fall somewhere in between. Just like real derby, one good hit (or whiff) can change the entire dynamic of a jam. That's...