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(1 edit) (+2)

That was interesting! The art is cute, and the concept is creative.

That freefalling section was very long. I began to wonder if would ever end!

The audio is very, very loud. There was a peak of +2.1 dB!

Good work! Congratulations on the submission!

[EDIT:] The resolution also appears to be too large.

Thank you for your opinion ! Especially thank you for your comment about audio, it's really important for me as a composer/sound-designer. Can you please tell me which level has the loudness +2.1 dB ? I would like to try to decrease it.

(+1)

The +2.1 dB was found during the intro cutscene. A peak from the music intersected with one of the 'ping' cursor opening sound effects in just the wrong way. I have software for measuring desktop audio in LUFS for my audio-related game dev work.

I want to preface that my knowledge in this area is solely from my experiences for the purpose of game development. I am not a professional music or audio engineer. This is an amateur opinion.

As far as I can tell, all of the music is as loud as it can be without clipping. When no sounds were occurring, the level tracks hovered between 15, 8, and 6 LUFS, respectively, and peaked near -0.1 dB. For the purpose of listening to this as music, this loudness is desirable, I get every little detail. It's just that's it very loud for a video game.

The moment any sound effect is added onto one of the peaks, such as the intro sounds or the player shooting, it goes near or above -0.0 dB. There's no room for any additional sound to be added on top of the music. This is why music in-game tends to be quieter than on an original soundtrack.

It goes beyond -0.0 dB regularly in the intro, as well as levels 1 and 3. It doesn't occur in level 2, because there's no sound effects. It's not the most egregious clipping; I've heard much worse and much louder, especially in game jams.

Considering how quiet most of the sound effects already are, it probably wouldn't take much of a reduction in music volume to amend this. The important thing is to make sure to measure the final volume of a game's music and sound effects playing at the same time.

(+1)

I think you have a point, and thank you for your feedback. I didn't even mind to watch peak db during the gameplay. That's a good to know info.