Project

Almost Impossible! iOS Games

OST + Sound Design

Project Summary

Almost Impossible! and Almost Impossible! 2 were side-scrolling atmospheric puzzle platformers developed by Dan Counsell of Realmac Software. The original game was released in 2016 for iOS, Mac, and Apple TV, with players guiding a small ball of light through increasingly difficult obstacle-based levels. Review coverage described the game as a minimalist, retro-styled platformer built around challenging physics, glowing visuals, and quick-restart gameplay.

I was commissioned by Dan to compose the music and design the sound effects for the original Almost Impossible! and later returned to create remixed audio assets for Almost Impossible! 2. These projects marked my first collaborations with Dan before later working together again on Arcade Runner.

For the original Almost Impossible!, my deliverables included the opening title music “Atma,” the gameplay music track “Spike,” and a set of custom sound effects for key gameplay interactions: blue block, green block, checkpoint, death sound, and rotation loop. The goal was to create an audio identity that matched the game’s futuristic, abstract, and highly responsive visual style.

The music leaned into a bright, kinetic electronic sound with chiptune-inspired energy, designed to support repeated attempts without becoming fatiguing. Because the game’s challenge loop depends on quick failure, instant restarts, and precise movement, the soundtrack needed to feel propulsive while still leaving room for the player to focus. One early review specifically noted the game’s bitcrushed sound effects and chiptune soundtrack as part of its retro feel.

The sound effects were designed as short, clear gameplay cues that could communicate information quickly: object interaction, checkpoint progress, movement feedback, rotation, and player death. In a game this minimal and fast-moving, every sound had to be immediately readable without overwhelming the music or distracting from the rhythm of play.

For Almost Impossible! 2, I created “Spike (Remix)” as the gameplay music and produced remixed versions of the original sound effects, including the blue block, green block, checkpoint, death sound, and rotation loop. The sequel expanded the original concept into a new set of levels and was described as a side-scrolling atmospheric puzzle platformer built specifically for iOS, featuring 50 levels, retro-future graphics, real-time physics, and no in-app purchases.

The second game allowed me to revisit the sonic identity of the original while giving it a refreshed energy. Rather than replacing the sound of the first game entirely, the remix approach helped preserve continuity between the two titles while making the sequel feel sharper and more evolved. Hipster Pixel’s coverage of Almost Impossible! 2 also called out the music directly, noting that the music was made by me and describing it positively.

Together, the Almost Impossible! games represent an important chapter in my work as a game composer and sound designer: compact, high-feedback mobile game audio built around rhythm, repetition, challenge, and a strong electronic identity.

Video and images are the property of Dan Counsell.

Project Audio

Atma

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Credits

Dan Counsell – Developer
https://dancounsell.com/


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