Read Me First:

You do not need to be a gamer to participate!

The experiment is very short, at most a few minutes!

About:

As part of an MSc thesis in games design at the IT University of Copenhagen, this experiment examines how footstep sounds affect how keyboard game controls feel

Note: This app collects anonymized data. All of the data retrieved only has to do with how the experience is played and is compliant with the EU's General Data Protection Regulation.


Comments

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As it move x amount, and, human is biped being, it does makes sense that I got 2x frequency of foot steps.

(+2)

I feel like this needs data on the visuals as well. I preferred super quick pitter-patter sounds, because for a cube with footfall sounds to feel right, I have to imagine that the cube has lots of itty bitty feet on the bottom. For a more humanoid character model, I would prefer much slower footfalls.

YES to this! I envisioned a beetle with much pitter-patter of many many tiny legs.

Since the movement had no bounce, it seemed weird to me to only assign the footstep sound in intervals when the horizontal movement is constant.
Uniform movement = no differntiator for when to apply step audio.