Place this cue at the decision point, before the action lands, then follow it with a sudden suspense hit if the scene needs to escalate, or leave it alone as the last beat before a cut to gameplay.
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This short 1.7-second cue is drawn from the genocide route idea in Deltarune, built as a stark game sound effect rather than dialogue or music. It feels tense and ominous, landing like a warning that something has gone wrong and a fight or bad choice is about to carry real weight for the player.