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i'm obsessed with this game. it's incredible. the dynamic call-and-response music. the absolute mastery of world design on display here. this is what the unity engine was made for. i love all of the little scenes here, so lively and visceral. this world feels both esoteric and intimate, there is a variety and uniformity of ideas here. the music, the art, the funny little guys. fantastic.

i do have a couple of implementation nitpicks but the only major one is that the lute sound effect is, i assume, far too long on the attack end. there is a significant input delay, which is not what you want for instruments. it's far too much delay for me to be able to fluidly play it. i think there is probably a bunch of space in the attack of the sound file you could cut, to make it more responsive. it also would be nice to have the lute's key match the regional music's key (so you can play along!) but that would be a little more work lol

Thank you for the kind words :))

I'm curious why you're perceiving so much lag on the lute. I double checked the audio and there is a pinch of air before the sound plays- about .031s worth / about a frame- just perceptible but shouldn't be too hard to work around, I certainly never noticed terribly much when I was testing, but I'm not a musician so I'm not well attuned to that kind of thing. About how much latency would you say you're perceiving? And what OS are you running on? I wonder if some setups might introduce more latency than others.

i'm playing on windows, it is definitely enough attack time that it makes it difficult to play and listen at the same time.  generally for synthetic instruments you want literally no attack. it's possible that something else is causing the delay, that the sound is actually taking a moment to play

Bluetooth headphones perhaps?

no, i'm just really sensitive to audio delay i think. could be my system has input lag also, but is suspect the sound just has too much attack time