Accurate port of a game of Studio Pixel (the guy who made Cave Story and Ikachan) that was in development for the IOS on his Devlogs, and eventually got unreleased. This game has later reworked to become Gero Blaster, and finally Kero Blaster.
Also manually programed the samples, using only the filter 0, for better accuracy.
- Lowered global volume significantly.
- Two of your samples (sawtooth.brr and triangle.brr) were incredibly clicky in-game due to the way sample looping is handled. I fixed them for you, at the cost of the triangle having a bit clickier of an attack, though a significant improvement over what it sounded like ingame prior. I might recommend changing the use of direct GAIN on that channel to volume changes instead, and use a GAIN like $DF or $DE to barely soften that initial click ($DF has something like 2ms attack whereas all direct GAIN has 0).