About Tetrachord
july 2026Well, if you’ve been following along from the Snapegiator, this experiment will make a lot of sense, as I’ve been angling down the pathway of my idk, current ultimate goals that “the game influences the music, and no two people will have exactly the same experience” this fits.
In this case, again we have a sequencer, I want to move away from this kind of thing (if I can) but it’s a very natural way for me to explore semi generative semi natural music creation, putting on rules and layers that ensure what comes out doesn’t sound like complete and utter garbage, but still feels fun.
In this case, what I feel is cool, is that the first time you play you’ll likely attack it from a tetris point of view, but if you were so inclined, you can try to “compose” with it. (Snapegiator) also has this trait, and it’s something I’ve been laboring towards.
A couple of the notable discoveries while developing, was keeping the top layer as the playable one, it’s pretty easy to understand that if we did the rest it would be a mess (it was) but have some depth there. As you get higher and more dangerous the beat changes, to build the sense of stress etc.
And then when you close out a line, it pops with a progression.
All in all, I’m very happy with this. I think the baseline that is manually controlled/fixed regarding building up to the vertical is doing a little too much of the heavy work making it sound good, but at the same time, something I’ll likely keep and put in the next experiment.
Changelog
- Initial release