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Here are the top 2 questions and answers:
Huge fan of beat hazard and ultra! Do you have any other games in the works at the moment? or maybe release beat hazard for windows phone?
[–]ColdBeamGames[S] Well, here's a little scoop, my friends at D3T are converting Ultra back to C# for release on XBLIG ! (With multiplayer too!)
I need to tidy up all my code so I'm going to do a small music driven puzzle game next. (I've got a few ideas I think will be cool)
After that I'll start work on Beat Hazard 2 :D And I've got some really cool ideas on how to move it to the next level.
Re Windows Phone: Possibly, not too sure at the moment.
Hello there. I bought Beat Hazard for the iPhone a couple months ago and it is honestly one of my favorite games to play on it. My question to you is, how do you determine the density of enemies in the next "wave" based on the song?
[–]ColdBeamGames[S] The game analyses the music on the fly. It uses the raw PSM data (amplitude) and the FFT data (Frequencys). All the parts of the game are derived from this data. Some parts respond instantaneously, e.g. your fire power. Other parts use a sum over time system so music power builds up and causes things to happen at certain thresholds.
So the enemy density is based on a 4-5 second window of music power. The more powerful the music in that time the more enemies you get (and the harder the enemy types are)
Even where they fly too is take from the music, of course this is not something as a player you can notice as you can't really see a relationship between sound and position. But it happens nonetheless.