Game BGM is judged by repetition. A track that sounds impressive once can become irritating after ten minutes. Indie developers often need music for menus, safe zones, puzzle rooms, combat, shops, and ending screens. Each cue has a job, and the job usually includes looping cleanly.
The first prompt decision should be state, not genre. Is the player exploring, waiting, shopping, solving, escaping, or resting? A 'fantasy track' is vague. 'Cozy potion shop loop with celesta, soft strings, pizzicato bass, no vocals, seamless loop' is much more useful because it describes behavior inside the game.
Short AI-generated BGM can work well for prototypes. Developers can quickly test whether a scene needs warmth, tension, or silence. Once the game grows, liked tracks can become references for custom composition, or remain as public-use placeholders if the license allows.
Avoid excessive melody in background states. Menu music can have a memorable motif, but puzzle and exploration loops should leave mental room. Strong drums can make a small scene feel larger, but they can also fatigue players quickly. Bass, percussion, and lead density should match interaction speed.
BGMFREE's public library can become especially useful for indie development if tracks are tagged by scene function, not only genre. 'menu,' 'shop,' 'night town,' 'cozy puzzle,' and 'soft tension' are often more practical than broad labels like electronic or orchestral.