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Let's talk about sound!

A topic by Sean Ryan created Aug 06, 2019 Views: 967 Replies: 37
Viewing posts 10 to 29 of 29Previous pageFirst page
Submitted

I didn't make the audio myself but the creator, Subspace Audio, is credited in the game. Check out his tracks in my game, they're really good.

My game is called One Shot In The Chamber, a wave based survival game where you must fight off hordes of enemies with the catch being, you have only one bullet. Fortunately, the bullet is magic and you can summon it back to you or teleport to it. Using this unique ability, you must survive as long as possible in the chamber. Here is a screenshot of the game and the link to the game page: https://mark-auman.itch.io/one-shot-in-the-chamber

Submitted

Made the sounds myself using audacity and breathing into the mic, while it had 2 socks on it :)

Its a cute little black and white zelda style game. A lot of people say its got a lot of content and really polished for 24 hours!  Each weapon has only one hit, so you have to find a new one every time. It can get pretty intense swapping in and out of combat whilst enemies swarm around you! I hope you play and rate! Thx

https://itch.io/jam/gmtk-2019/rate/461619

Submitted

Well, I am not a sound designer but I think I found the perfect music in the internet.

https://nitai99.itch.io/twisty-chess-mac-os

What do you think? I would be very happy to get feedback since I am working on a better version and music is really important.

Submitted (1 edit)

Hi there, we made rhythm game in synthwave/sci-fi style with original soundtrack, maybe you like it 馃寶

Btw I play your game OP, it have rly nice music, well done :3


https://wild-blueberry.itch.io/solous

Submitted

Oh man! I wished I had a chance to work with a sound designer on this project. I tried making an experimental audio game with only 3D positional sound. It's called Only One Mosquito... and as the name suggest, you hear the mosquito around you and try to kill it. I think with proper audio mixing, the feel of my game could have been a lot stronger. Anyways, you can check it out here: 


Here's the trailer:

Submitted

In our game, we wanted the player to feel lost and isolated (and also we had no musician...), so we didn't put real music on background. Instead of that we used an ingame noise generator to add some sound effects. As the players goes to higher levels, the pitch of the sounds goes up too, to amplify the feeling on unease

You can see the result here: https://weslito.itch.io/void (only in the downladable version)


The game is Called "One Earth". You control a giant mech as it walks around the planet in a 2D plane. You must save Earth from a cartoonish swarm of aliens by building turrets in different biomes (Sand, Ocean, Mountains, and Plains) to defend your home as you make your way toward an escape. Each biome has a different affect on the turret. You can stack them,  turn them into shields and more, but BE CAREFUL, using to much of Earth has its own consequences.

Submitted (1 edit)

I did some sound design in my game: https://itch.io/jam/gmtk-2019/rate/461680


It is set in a large map, and I made it so everytime you entered a zone the atmosphere changes

Construction site has machinery, lobby has the chatter of people, the generator room has the sound of pistons, you get the deal.

I also softened the transition so it's not as jarring, and added some small details. Like when the phone rings the guy at the counter actually picks it up.

Submitted

We have the fortune to have an Audio person in the team:
https://black-mamba-studio.itch.io/mocho-vs-mostros 

Submitted (1 edit)

I've always been a music geek, and have been singing for almost 20 years, but I've only recently actually started to expand my game developer skill set to include sound design and music production. I find it a lot of fun, and I have to say, I'm quite proud of what I came up with for this jam: https://kovakreative.itch.io/power-source This is the first of my games for which I composed the music. 

As for your game, Sean, I really like both tracks. The intro music builds into what I perceive to be a vibe of mystery and adventure really well. Unfortunately, it takes a while to build up, and I don't think most people would stay on the title screen for that long, but I did, and the composition is really good.  Do you have a soundcloud  page or something where you upload your music?

The music for the main game loop is just delightful. I have a very soft and nostalgic spot for the marimba, which you've used to great effect (that is a marimba, right?) The only problem, and I don't think this is your fault, but a few levels in, the music just stopped. I'm not sure if it just wasn't looped, or if it's a glitch, but yeah, it went silent after a while.

I hope you don't mind a bit of constructive criticism on the sound effects though. I'm not sure if this was a creative decision or not, but they sounded a little crackly, which sounds like a problem with the speakers, rather than, say, static or something of the sort. What was your approach to sound design for this one, may I ask?

Thanks for the feedback!

The music:

So the funny thing about the sound the two sound tracks that I wrote for Callais is that the where supposed to be swapped. In other words, I wrote the title theme to be in game and the in game track for the title screen lol. They were also both created to be looped but the developers were working on other things so it just didn't happen in time for the deadline. Which I totally understand and they made sure to let me know that there will be updates that fix these and other issues. I'm still happy and proud of the way it turned out! If i would have known they were going to switch them, i would have made that main theme WAY shorter and spent more time on the marimba piece. That sound btw is the marimba sound that comes with Garageband! So you are correct! In fact, everything you heard in both songs either came from the stock Garageband sounds, free plugins or a mixture of both. Also for reference I listened to the "Ori and the silent forest" soundtrack on repeat for practically 48 hours.

Most of my work eventually ends up here: https://soundcloud.com/seanryanmusic4u

The sounds:

As far as the sound goes, I didn't see any art the whole time so I was working purely off of quick descriptions through a discord chat. Descriptions like: "mystic" and "rock guardian." So my brain immediately went to something big, like a rock giant that shakes the ground when he walks. To achieve this i went through some old foot steps I had and to add the weight I layered a mix of like 5 different presets on a free audio plugin: https://tal-software.com/products/tal-noisemaker. I then added a snare drum from a different free plugin: https://obxd.wordpress.com/ to give it a good punch. However it didn't really sound 'earthy' enough so thats when i added the crackling that you are talking about. I was going for the sounds of loose rocks/dust/gravel like sounds so on some of the tracks I added another free plugin: https://www.izotope.com/en/products/create-and-design/vinyl.html and cranked up the dust and detune features that it has to give them that extra detail. So sense it is vinyl crackling, I see where your concern came from and assure you your speakers are fine! For the future updates of the game i'll try a few different/more natural methods like fire crackling or actual dust and dirt! 

Your game:

I really enjoyed it! I especially loved the title music! whatever synth you used for the bass gave me chills and I have to know what it is! The game theme I think was solid but I would have liked it if it went on for a bit longer (maybe a minute or so) before looping.  Also, i think maybe a faster tempo or a more energized beat could be really beneficial during gameplay and perhaps even drive up the anxiety if that is what you are going for. The sounds were solid and I feel like they all stayed within the theme of the game very well! I especially like how you could hear a bullet/laser before you could see it in some cases. The only thing that threw me off was the fact that the energy bar didn't make a sound when it went down. I was pushing boxes around like crazy until i looked and saw that it drained my health. I think if you added a subtle sound that let the player know when they are draining their health it would help with this!

Over all great job, keep it up and thank you again for the feedback! You definitely gave me some things to think about!

Submitted

Oh okay, that makes sense. It is possible that the reason the dust effect didn't quite work is because everything else was little quiet in the mix. Like, if you had something heftier on the low end of the jump, and the dust be a little more quiet and more on the high end, it would balance it out? I don't know, just spitballing. Also, may I suggest playing around with more of a grinding sound, maybe? Like, two large stones grinding against one another. I don't know if it'll work, but if I was supposed to create a sound effect of a stone character jumping, that'd be my first instinct, so it might be worth a try.

The bass I used for the intro was in a synth pack called Hybrid.  https://www.airmusictech.com/product/hybrid-3 It's quite pricy, but I was lucky enough that my MIDI keyboard came with a download code for it. (My midi keyboard didn't even cost as much as this synth pack, hahaha).  The funny thing is,  the bass sound I used for the intro was actually supposed to have a voice-like quality, you know, a Living on a Prayer, wah-wah type thing, but I found the whole track to be a bit too bassy, so when I removed a bit of the low end in mastering, that voice quality totally disappeared. Except at the end of the loop, where you can hear it quite well. I found that a bit weird. But I'm still happy with how it sounds.

Yeah, I'll probably expand the main loop track to be longer. I wasn't really sure how long my levels were going to be and whether the track would restart or not, and plus, you know, making all the assets during the jam, I didn't have too much time to spend on the music. It took me about an hour to create both tracks, and I didn't want to spend longer than that, so I consciously kept the loops short. And actually, I wasn't really going for anxiety. I was going more for strategy and survival, rather than panic, but yeah, it's interesting, I found that as soon as people realize that they can't shoot their gun willy nilly, the flight instinct kicks in, and they just start running around frantically. I hadn't foreseen that. I do want to build on this game, but at this point, I'm not sure if I want to just roll with the more frantic pacing, or restructure it so that it'd be more intuitive for people to be more tactical about it.

As for the sound effect, yeah, I'm a bit conflicted about that. You're right, most people don't realize that pushing crates drains their stamina, but I really don't want to end up with something that ends up getting annoying because of how often the player hears it.  Maybe I'll try for a visual queue first, and see if it's enough.

Thank you so much for your feedback! It's fun to talk music with someone. Like I said, I've only started composing recently, so it's been really fun and challenging getting into it, and it's nice to talk shop with another game composer.

Submitted

Heres my project:

https://itch.io/jam/gmtk-2019/rate/461710

I made the music myself using an online program called "Beepbox". I'm not really into sound design or music making, but I have to make some for my games. I also thought the rising sound effects as you press each button made the game a lot more satisfying, but I'd like to hear your opinion. Also as you progress through each level, the music evolves. I tried to make this seamless, but it just restarts the music each level.

Hope you can check it out for yourself!

Submitted (1 edit)

Here's Victor Seven, the composer of BuendiaGames, writing about music! Nice thread :D

Even when I think that my music does not fit perfectly the game, many comments say that the music it is very beautiful... So maybe you can take a look to it! https://itch.io/jam/gmtk-2019/rate/461782

 I had a big problem -I had no available piano during the composition, so I everything was recording on-the-fly, first think I thought of... It was difficult, but the themes are catchy in my opinion :)

It's also on SoundCloud: https://soundcloud.com/victorseven

Submitted

Loved your music for this game! It's light and fun. The sound design was also very interesting. Made the game feel very unique. Well done!!!

Submitted

OOf. Also here's my teams submission: https://itch.io/jam/gmtk-2019/rate/463980

I had a lot of fun with the music!

Submitted

I spent maybe 2 hours at most on the sound in my entry (not a lot). It's a simple game, simple sound design, 1 instrument. Just random notes and chords and arpeggios all in the same key. Shooting in just a note, killing an enemy got the chords, and a sun shot was a quick arpeggio. I think it came out really well and is a highlight for my project. (Especially because it didn't take long)

PLAY HERE ---> https://ismaelrodriguez.itch.io/only-one

Submitted

Rated your game. I really liked the concept and the music was great! Here is mine: https://itch.io/jam/gmtk-2019/rate/461862 

I recorded my backyard at night for the ambient sound of the game. I also played around with 2D audio depending on where the car was. I didn't have much time to really play with this, but I also lowered a low-pass filter on the car's engine as it moved farther away. Sound design is a lot of fun and I would like to focus more on it in the future.

Submitted (1 edit)

I absolutely love the music that my music guy made. I鈥檓 sure we鈥檙e all biased to our own game鈥檚 music, but it鈥檚 the perfect match. The music was made by Devast8, one of my composer friends, and he killed it, please check him out.

I can鈥檛 really talk about the tech behind that, but what I can talk about is the voiceovers. These were so much fun to make, I just took on the role of these strange characters and ran with it. The main, raspy voiced character was just me talking in a very raspy (and kinda crazy) voice. One of the endings features a long monologue from him, which is so good. There was this other character that I was going for a reaper like effect, very deep and echoey. The first few times you hear him, he鈥檚 muffled, achieved by overlaying multiple pitches of the same voice sample. He鈥檚 also rather bassy, giving them a powerful stature. 

All these things are probably pretty basic in comparison to an actual sound artist, but I鈥檓 happy with how it turned out. You can play (or listen) here: https://justcamh.itch.io/tunnel-view

Submitted

Hey there! I won't have much to say, but I'll say a little bit about the sound of my entry, Flight Of The Electrodud (https://thatjdude.itch.io/flight-of-the-electrodud), because I got some positive reviews for the sound and music. And for the record, I'm not specialised in sound design.

I made every sound effect and the music just using Bosca Ceoil and Audacity. I created the "build up to thud" sound effect with just a long reverse symbol sped up a bit, and I created the thud sound effect by just combining a bunch of bass noises with a low melodic tom and bass boosting it a little bit.

As for the music, I just wanted to create a short, simple, and hopefully catchy tune that reflected the game's tension of "one split second of waning focus and I'm probably gone" while still being fun. (I was going to make it just last the full minute, but I know my limits, and that would've taken too much time for it to still sound good.) The menu jingle was simply meant to be appropriate as both a "welcome" and "goodbye" jingle, since it's where players are most likely to, well, stop playing, as everything loops back to the menu. And the victory jingle is just... triumphant, I guess. Oh, and every bit of music/jingle was slightly bass boosted.

But I think one of the main things that helped tie it together was that everything, sound effects and music, were in the same key - G minor. made thudding to the ground in time with the music that much more satisfying.

Submitted

I voice acted the sound in my game (missed a whole day of the game jam so it could be more polished but I'm happy xD)

https://theworm.itch.io/unislime

Submitted (1 edit)

Having played bass guitar a lot back in the day, I was very happy when I sold the "slap bass song" idea to the rest of the team :P Although recording everything was harder then expected, I'm pretty happy with what I ended up with. The hardest part was getting percussion right as I couldn't use actual drums (at the time there was too much background noise to use microphone for anything), so I had to do them on the keyboard which just didn't work out.

Anyways, if you want to check it out, hit the gong:

https://itch.io/jam/gmtk-2019/rate/463231


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