I wanted to give a little insight into the audio elements in Oroboros since quite a few people have been asking about it lately.
I create all of the music and sound effects for my projects from scratch. Sound design is definitely one of the most rewarding and important aspects of the game design process. It really defines the overall feel of a game more than most people realize, and it gives me a break from all the coding to exercise my right brain for a bit. I believe it's essential to handcraft each sound for the particular event they are going to be associated with, and as a result, you get a very rich experience.
I do All of my work in FL Studio Pro, which is a fantastic program considering how little it costs. For Oroboros I wanted to keep things very electronic sounding, so I stuck with using layered synths and deep reverbs for most sounds. I often start a sound effect with a kick drum to keep things very explosive and punchy, then taper it off with a downward or upward pitched synth to give it some grit or smoothness, depending on the effect I'm going for. For the Vocal effects, I just set up a vocoder on the mic and kept recording takes until it sounded good. I've probably heard "Blades" at least a million times by now!
I'd also like to mention a few good friends of mine who happen to live next door: "The Solillaquists of Sound". They are all amazingly talented, and Divinci (mpc'ist) is a fantastic producer who has given me lots of audio production pointers along the way. Check their music out if you get a chance --it's off the chain! I would love to work with them on the next game to create some even more amazing soundscapes!
You can check out the background loop for Oroboros here
Peace
!(>_<)!
EvilPenis
Awesome! I hope to see more games from you Newgrounds =)