Dev Log #9 - Vibe Checks: Turning Music Into an Automation Objective
Hey Vibers,
We’ve been hard at work trying to answer one of the toughest game design questions in Future Vibe Check since starting: How do you make music, something subjective, work inside an automation game, something built around objective outputs?
Automation games are built around quantitative pressure. Items per minute. Belt throughput. Jammed outputs. Power usage. Layout efficiency. Players look at a system, find the bottleneck, rebuild it, and make the number go up.
Music is not like that. A great song can be dense, simple, strange, aggressive, soft, repetitive, or chaotic. If we just tell players “make good music,” there is nothing concrete to optimize.






