New in MidiSlayer 0.10

Siege

A tower defence you play by reading.

Enemies march on the keep carrying music. Every shot is real notation, played on your MIDI keyboard. Endless waves, each in its own key, and seven bosses with battle themes you play bar by bar.

In the full version · macOS, Windows, Linux and iPad

The loop

Every shot is a note.

The same reading the rest of MidiSlayer trains, with a keep to lose. Read fast and the road stays clear. Hesitate and they reach the walls.

  1. I

    They march carrying music

    Every enemy carries something to read: a note, an interval, a chord, a seventh. Elites carry more, and brutes take more hits.

  2. II

    You read it

    A card lifts it onto a real staff, in the wave's key. No letter names, no colours, no falling bars. Just notation.

  3. III

    You play it, the keep fires

    Play it right on your MIDI keyboard and a bolt leaves the beacon. Get it first try and the combo climbs.

The seven

Seven bosses.
Seven battle themes.

Every third wave, something bigger walks the road. Each boss plays its own dark progression, bar by bar, and every bar is an arpeggio you have to read and play. Halfway down, it enrages and marches faster.

The Warden, as it walks the road in Siege

I Wave 3

The Warden

plays Andalusian March

8 bars · arpeggios ascending

  1. 1Am
  2. 2G
  3. 3F
  4. 4E
  5. 5Am
  6. 6G
  7. 7F
  8. 8E7

Its theme in A minor. In a run it plays in the wave's key.

The Cantor, as it walks the road in Siege

II Wave 6

The Cantor

plays Requiem

12 bars · arpeggios up and down

  1. 1Am
  2. 2Dm
  3. 3E
  4. 4Am
  5. 5F
  6. 6Bm7♭5
  7. 7E7
  8. 8Am
  9. 9C
  10. 10G♯dim7
  11. 11E7
  12. 12Am

Its theme in A minor. In a run it plays in the wave's key.

The Conductor, as it walks the road in Siege

III Wave 9

The Conductor

plays Neapolitan Rite

12 bars · arpeggios up and down

  1. 1Am
  2. 2B♭
  3. 3E7
  4. 4Am
  5. 5Dm7
  6. 6G7
  7. 7Cmaj7
  8. 8Fmaj7
  9. 9Bm7♭5
  10. 10E7
  11. 11G♯dim7
  12. 12Am

Its theme in A minor. In a run it plays in the wave's key.

The Ferryman, as it walks the road in Siege

IV Wave 12

The Ferryman

plays Ferryman's Ground

12 bars · arpeggios ascending

  1. 1Am
  2. 2G
  3. 3Fmaj7
  4. 4Esus4
  5. 5E
  6. 6Dm
  7. 7C
  8. 8Bm7♭5
  9. 9Caug
  10. 10E7
  11. 11Am6
  12. 12Am

Its theme in A minor. In a run it plays in the wave's key.

The Hollow King, as it walks the road in Siege

V Wave 15

The Hollow King

plays Hollow Crown

12 bars · arpeggios ascending

  1. 1Am
  2. 2B♭
  3. 3Am
  4. 4Gm
  5. 5F
  6. 6B♭
  7. 7E
  8. 8Am
  9. 9B♭
  10. 10Gm
  11. 11F
  12. 12E7

Its theme in A minor. In a run it plays in the wave's key.

The Organist, as it walks the road in Siege

VI Wave 18

The Organist

plays Tritone Mass

12 bars · arpeggios up and down

  1. 1Am
  2. 2E♭
  3. 3B♭
  4. 4Am
  5. 5F
  6. 6G♯dim7
  7. 7E♭m7♭5
  8. 8E7
  9. 9Am(maj7)
  10. 10B♭maj7
  11. 11G♯dim7
  12. 12Am

Its theme in A minor. In a run it plays in the wave's key.

The Choir Eternal, as it walks the road in Siege

VII Wave 21

The Choir Eternal

plays The Last Choir

13 bars · arpeggios up and down

  1. 1Am
  2. 2F
  3. 3C
  4. 4G
  5. 5Dm
  6. 6B♭
  7. 7G♯dim7
  8. 8E7
  9. 9Am(maj7)
  10. 10E♭m7♭5
  11. 11G♯dim7
  12. 12Eaug
  13. 13Am

Its theme in A minor. In a run it plays in the wave's key.

The ultimate

Then the world holds its breath.

Read cleanly and the beacon charges. When it is full, the field all but freezes and a scale appears on the card. Play it while everything hangs, and a wave of light sweeps the road.

Between the bosses

A champion walks in alone.

Halfway to every boss, one of five duellists follows the last of the wave with a dark phrase, drawn from 14. Fell it and it pays 2,000 points.

  • The Black KnightThe Black Knight
  • The Pale HeraldThe Pale Herald
  • The Ashen DuelistThe Ashen Duelist
  • The OathbreakerThe Oathbreaker
  • The Lantern BearerThe Lantern Bearer

Choose your siege

Every wave in its own key.

Pick the clef and how far from C you want to go. Every card names the wave's key and note cards carry its signature, so your hand learns the geography of each one.

Easy

Six friendly keys: C, G and F major, and A, E and D minor. Every wave picks one.

  • C
  • G
  • F
  • Am
  • Em
  • Dm

Medium

The key ladder. Every couple of waves it climbs a step further from C, until twenty major and minor keys are in play.

  • C
  • G
  • F
  • D
  • B♭
  • A
  • E♭
  • E
  • A♭
  • B
  • D♭

Hard

Dark scales, accidentals on every note, and a wrong note costs the keep a wall.

  • harmonic minor
  • Phrygian
  • Phrygian dominant
  • Hungarian minor
  • Locrian
  • diminished

Between sieges

Every run builds the next.

After each wave, take one card for the rest of the run. After each boss, a stranger at the gate sells more for the gold you earned. Between runs, the keep is yours.

The draft after wave 12: three cards to choose from, Encore, Stone walls and Resonance, the Ferryman next, and the run's hand listed below.
The draft: one card after every wave, held for the run.
The merchant after a boss: a hooded stranger, a purse of gold, and wares to inspect such as the Tuning fork charm.
The merchant: after every boss, your gold buys cards and charms.
  • The ArmourySkill points from every run buy upgrades that change how the next one is built.
  • The WatchtowerYour best wave for every clef and key, kept.
  • The CryptEvery boss you have felled, with its theme.
  • 42 achievementsAll of them earned in Siege, some of them secret.

Hold the keep.

Siege comes with the full version of MidiSlayer: one payment of $49.99, yours to keep, with every v1 update free. The free version is yours to try first, with Note Flashcards, Blitz and the whole Learn course.

Needs a MIDI keyboard · macOS, Windows, Linux and iPad