The sound design in Pussymon, right. That's what I'm here for. And it's a mess, a glorious, unpolished mess that somehow works. The wet slaps during the animated sexcards have this weird, almost clipping quality, like the audio was recorded a bit too hot. But that distortion, that little bit of digital grit, actually adds a layer of rawness that a cleaner sample would miss. It feels less like a sound effect and more like a memory of a sound, if that makes any sense. There's a particular squelch on one of the new Pussymons, the one with the tentacles, that has this low-end thump I felt in my chest through my headphones. My neighbors probably think I'm losing it.
Then you go exploring the overworld and it's like the audio budget just vanished. Footsteps are this tinny, repetitive click that loops with zero variation. It's jarring, going from that intense, visceral sex card audio to something that sounds like a metronome having a stroke. I spent ten minutes just walking back and forth over a bridge because the sound of my character's feet on the wood was so hilariously bad it circled back to being fascinating. It's a furry parody RPG, so maybe that's the joke? A deep cut for the monster catching genre fans who remember the Game Boy era's audio limitations. Probably not, but I'm choosing to believe it.
The animations themselves are the main event now, and the sound follows suit. The 8 new cards have this layered approach. You've got the core rhythmic loop, but then there are these little vocalizations, these breathy gasps and grunts that pop in. They're not perfectly synced, which is a thing that would normally drive me up a wall. Here, it feels... deliberate? Or maybe it's just jank. The easter egg animation, which I won't spoil, has a single, perfectly placed sound cue that made me snort. It's a stock sound, I'm 99% sure I've heard it in a dozen other places, but the context makes it brilliant. The whole thing is a patchwork of assets, and the seams are showing, but I can't stop picking at them.