The devs wrote:
Indie Developers wrote:
Hello @Chasey24,
Thank you for submitting your song. Your work and ideas are appreciated.
Truth be told, we did not expect such a mix of genres. Yet this is why we reached out - to find creative minds that could add to our vision. You got our attention. And yes, we could definitely work with a song like that.
What we did notice though, is that the instruments are a bit all over the place. It feels like as if the guitars are all fighting for their own space, then certain "epic trailer sounds" taking over, only to get back to the 1990s inspired Pop Rock (with sadly a cheap-ish guitar tone). We're not saying this is bad, but it does stand out.
You've got something interesting going on with your song - but we do hope you'll fine-tune a bit more.
Staff Commentary:
Okay... here I am a bit undecided on whether or not this fits the premise. On one end, the task was to "show off" a bit. On the other, it also clearly stated to "not go epic". And here is this Rock Ballad type song, with a lot(!) of "Epic Cinematic Sounds" from Keep-forest and Soundpaint.
I don't want to label this entry as "task failed", because as "the clients" said... there is something interesting going on. And this month's game also has a focus to learn how to interpret things, and adjust your mix accordingly. Even if the feedback is vague (I've been there!). Which is why I also do the additional staff commentary. As usual... two different experiences with PC speakers vs studio headphones. But you can also clearly hear more intricate details, and where to maybe adjust things. And there is a lot you can still do.
Let's start with the drums, since those are the center elements (aside from the rhythm guitars). I assume this is an altered preset from BFD Player... sadly a bit too heavily processed. The snare for example is centering the overall sound of your song. It's heavily compressed and slightly mid heavy. If you give the snare a bit more room to breathe (as in: ease up on gates/compression, getting better transients and hopefully some sustain back as well), this would give your song a bit more relaxed rather than "driving" feel. The hats could also be just a tad more lively (again, slightly back up on the compression - e.g. if there is a parallel room bus running at -8dBFS, maybe pull it down to -10dBFS - small change, huge impact).
The next big standout topic are the guitars. And I assume they come from Impact Soundworks (Hydra and Telos), and either 8DIO or something else for the acoustics. The 12-string guitar fights way too much for space with the power-chord guitars. On headphones, it's not as apparent, but definitely on small speakers. They are a tad too loud, and constantly jump from L to R, as if there is a chorus going on (I am aware, this might be double-tracked). This is a bit distracting. They are also very upper mid heavy, so an EQ to "soften"/"mellow" them is mandatory IMHO. In fact, both the 12-string and the 6-string Western after the bass drop (which I'll get to), while they can be a bit more midrange heavy during the E-guitar parts. Slight compression also helps.
Next on the task list are the power chords... and no, the amp does not do them any favors I'm afraid. I don't think that changing the amp to a more low-end heavy one would offer instant better fitting results -- but switching amp cabinets definitely will (switching from a 4x12 V30 to a 2x T-75 would already change a lot!). I would also use an additional slight compression / booster pedal combo in front of the amp to "overdrive" the amp more... The way it's currently sounding feels very artificial and "cheap".
The E-Guitars (Power Chords) could really need some love, plus a proper blending with the 12 String Guitars (they are the "subtle" bright element). The guitars are also fairly narrow in the stereo field (except for the "helicopter chugging" part at 1:12 - which is not only super wide, but also way too loud!). I know that ISW Guitars have a "Double Tracking" feature, but I was never a fan of that, or the panning. Maybe try playing / recording the guitars individually, so that the double tracking feels a bit more natural, alive and "spread out" (due to not being "tightly quantized"), plus slightly stronger panning. Funny enough, the lead guitar is good (with some exceptions jumping between melody and pinch harmonics - this transition is a bit weird). Although personally (for this genre), I'd add some more (ducking) delay during the solo parts, and maybe a touch of 3,3kHz EQ boost (while cutting the guitar like 50Hz higher with a low cut filter) -- this should also raise the instrument by about 1dB in terms of perceived volume.
Also, where is the E-bass, please? Maybe add some string noises with a carefully placed EQ boost (around 2,5kHz area). I want to hear a bit more from NI's Session Bassist - Prime Bass. Not just subtle in the last third of the song.
Then on to the more subtle parts... I do hear a piano type sound on headphones, very, very subtle. But not on speakers. Same goes for some synths. I get the "must be felt, not heard" type deal. But you added this "ear-candy" for a reason, why not let that poke through a bit more? I also hear that the strings actually have a rhythm in certain sections, but the way it is mixed, it feels like a constant pad sound. Hint HInt: 2,5kHz range, or (depending on the string section) also 4,2kHz to 4,8kHz or an octave higher than that.
What definitely needs some work, are the sound FX and transition noises. The "epicness" that really throws you for a loop. While I don't dislike your ideas, they can be improved. For example the mechanical noises from Fallout Music "Steampunk" feel a little bit loud, only to drop instantly once the 12-string acoustic kicks in. This is a bit out of place. Same goes for the mechanical noise and "bass drum" (which also feel as if they're flanged). If possible, maybe reduce that added effect here, have a more dry sound, work with the volume balance of your layers before the rock part sets in. Then around the 2:09min mark, there is a "marching"/clapping noise that fades in, but cuts out once a slightly reversed cymbal and the drum kicks back in. This could maybe also see a better transition.
And then the infamous cinematic bass BOOM (from Keep-forest Devastator Deathmatch)... yeah, uh... sorry. Interesting idea, yet the reason why this is so out of place here is: a) it actually feels like you cut off half a bar of your song, b) instead of just a "whoooom" type sound it's also a "BWOOoooooom", c) due to the way this sound was created... it's super wide, super chorus-y. If you want to keep this transition effect, adjust the placement, remove the "kick" transient, "narrow" the sound (to be more mono - M/S tools are your friend), roll off the high end frequencies a bit, and then towards the end fade in some long delay/reverb combo to transition into the next part. Else, it just cuts off while you have the Tom/Kick Drum transition, then nothing, then "oh hey... happy go lucky, have this totally fitting and loud 6-string acoustic guitar". And while we're at transitions... 3:21... volume, more reverb/delay to "gel" things a bit more. At least this is what I would do.
The TL;DR is basically:
Volume Adjustments (maybe even suitable automation of both volume and filters), make more room for your instruments in the frequency spectrum, reduce on over-processing (drums), give your rhythm guitars (power chords) a slightly different sound, adjust transition effects (reverb/delay)... check that things work well on headphones and speakers.
This is the most extensive feedback I've given to an entry this month. As mentioned, a lot of potential. You still got about 2,5 days left to fine-tune things. If you got the time, please do so.
I hope this helps with your mix.