You're welcome! Good job if this was during a period of DAW adjustment (that's always scary).
Yeah, it's a good idea to do that kind of cohesion planning in advance when you can, but it isn't always in your control. I always write up a specific doc for the devs and ask them exactly what tracks they will need, that way I can start making connections from the beginning between tracks.
And just to be clear, I wasn't talking about the need for dramatic changes in the progression EVENTUALLY, but rather changes within the progression specifically after two repetitions. It's called the rule of three in classical composition (or a "sentence" in academia). It gets ignored all the time in modern pop music choruses, but ignoring it in instrumental music really doesn't work most of the time. If you have one subphrase, you can repeat that subphrase once, but the next time you repeat it, you better change it up or the listener is going to start tuning out. Here's a video for more explanation:
danieljmcintoshcomposer
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This was fun! Loved the little details, zebra removal lol. Could of course have used a little bit more, but focusing on the polished experience was the way to go.
The music worked for all three tracks, but they didn't feel like they fit together very well (three different games, almost). The texture of the main menu track and level track were similar, but the timbres were so different that they felt divorced. I really liked the instrument choices in the level music, consider reusing more instruments across the various tracks to help tie them together. Also, don't be afraid to have more variation in your chord choices for each phrase! Once you've done the same progression twice (I-V-I-V...) it's time to switch it up on the third time! The listener starts tuning out if they hear the same thing three times in a row.
Excellent work everyone!
Nice asset choices overall, although I think you forgot to credit the sounds? I've seen and heard similar assets used in this jam already (especially the music). Controls were slightly frustrating for me, with my hand on the mouse for attacking, I REALLY wanted to use it to look around, and it messed me up fairly consistently. Might be better to have a keyboard button for the attack.
There were several issues where the pumpkins could clip through or around things, so that I couldn't get them or the candy they dropped.
This was fun! Solid asset choices overall, though the music didn't really fit the theme for me, and it got old after awhile. I would at least consider changing it for different levels or zones.
It took me awhile to get the hang of jumping, I was stuck for awhile on one of the earlier levels but eventually I got the hang of it and was able to play through to the end. One major cheat bug, you could get candy from the same door multiple times if you were fast enough!
Hello all,
I'm an established concert composer (15+years) with a terminal degree in music composition who has begun making the transition into writing for games. I've done four game jams recently, and would love to sink my teeth into a full scale project. I'm comfortable writing in any musical style, but I specialize in scores with a cinematic or experimental style. I have a letter of recommendation from BAFTA award winning composer Jason Graves (Dead Space, Tomb Raider, Far Cry Primal) if you would like to see it. You can check out my work here on my itch profile, go to my website: https://www.danieljmcintoshcomposer.com/listen-media , or check out my reel on YouTube:
My current hourly rate is $100 per minute of music, but since this would be my first full scale game, I'm definitely open to a no or low budget where we can negotiate things like revenue sharing and soundtrack rights instead. I'd love to hear from anyone who's ready to make a full game, let's talk!
Cheers!
The start of something nice here! Camera had a few glitches. I found the SFX for the dialogue to be very distracting; it didn't align with the music very well. The music in the cutscene clipped when looping, either give it some tops and tails or make sure that your end isn't bigger than your start (matching pitch and timbral content helps too). It also didn't tie into the level music very well. After Jack stops being so epic, when he's talking to the kids I would start a new track that's a little more playful. Great job everyone!
A really nice premise here! I enjoyed the artwork, and the writing was very sincere and realistic for such a heavy topic. It took me awhile to realize the wand wasn't in the house and that I could leave, and then I got stuck in the woods where I couldn't see my character anymore, but I enjoyed what I did play! Sounds would of course help sell the emotional impact that you are going for.
Simple, but it worked! I would have liked some variation in the game play after a time, otherwise you're about done playing after 30 seconds. Also, when the game ends it would be a good idea to have some kind of game over screen, the first time it happened I thought it was a bug. The art style of the pumpkin and the rest didn't match.
Very nice job on camera and picture rating mechanics! The path to get back up to the computer was a bit tricky to navigate. Models were worthy of taking pictures of. Could have used some more variation in the music, it didn't really sell me on the whole "lovely experience in the wild taking pictures" vibe, it was just generically chill.
Fun mechanics! Wasted a lot of time down in the underworld until I figured out what I was supposed to be doing. Maybe have the directions point the player up instead of down to avoid that frustration. Theme and upliftment weren't really there... probably because this was made for another jam. Music fit for the combat area, might want something different for the Underworld.
Fun game, and a polished experience! It took me awhile to figure out how to get the companions, but once I did, quite enjoyable. Is it infinite? I couldn't tell for sure, but I stopped playing once the bombs took up half the screen. I would have liked some credits/acknowledgements to know who did what, even if it was all solo dev. The upliftment factor wasn't really there... but I'm guessing you built this primarily for the other jam you submitted it to.
That was a very nice, uplifting concept! Gameplay worked fine. I would have liked some credits or an acknowledgement that this was a solo dev project.
I don't want to sound overly critical here, but if you are going to make a game whose premise is focused on music, you'd better make sure that your music is incredibly effective, which I don't think you quite achieved. The BGM was just kind of there, it didn't evoke calm, or fear, or dread, so I would have preferred something subtler if the synth was going to truly be the star (pun intended) of the show. The star synth was also just a synth. Other than tempo and number of notes, there wasn't anything soothing about it when it was calm, or anything vulnerable or anxious about it in those other states. Using common approaches to dissonance and consonance in the melodic and harmonic aspects, changing timbre through EQ or other filters, there are a host of musical aspects that could have contributed to enhancing this that don't seem to have seen much attention. Most egregiously, the star's material doesn't seem to have any correlation at all to the BGM, either in correlation or in opposition. Make sure that all music elements are either working together, or that they are opposed in a manner that is logical.
Again, a really nice concept, and the gameplay worked nicely, it just really needs some musical attention to truly achieve what you were shooting for.
P.S. If you're going to do voice acting with minimal editing, at least be sure to trim the end of the clip so that we don't hear you press the button to stop recording!
Thank you so very much! If you liked the music you can download the soundtrack for free (including several tracks that didn't make it) here: https://www.danieljmcintoshcomposer.com/recordings-media
This was a solid experience, nice work! The music didn't quite fit for me, and since there was no other sound going on, it really could have used some changes at different narrative beats. Something a little more upbeat for the initial "going on a date" vibes, something a little spookier for when the lights go out, and then maybe something a little more fantastical for the imagination portions.
Art was absolutely fantastic, especially the cutscene. The rest may sound really critical, but I feel that honest feedback is more valuable than nothing.
I really wanted to give this game more of a chance, because I could feel that there's some real craft going on and potentially something awesome further in, but I couldn't get past the locked gate in the first area even though I had the key, and I didn't want to search all of the event-less rooms AGAIN in case there was a second key, and I definitely didn't want to start over again if it was a bug. The voice-acting didn't work for me, because there really wasn't much emoting going on to really pull you into the character; I would have preferred to just read text. Some camera jankiness was also mildly frustrating.
An interest concept, but it badly needs some clearer directions. Some way to identify the notes of the ghosts rather than just clicking on the witch, perhaps a keyboard that lights up down below? Or something in the art that hints at them? Spam-clicking is the way to go here currently, but that could be turned around by more identifiable notes of the ghosts, some clear indication of which notes are in the melody, then cranking up ghost speed so that you are frantically looking for the correct next note.
Great platform mechanics here! I found the timed events to be frustrating. Anything less than perfection and your were basically toast. Couldn't get past the third level. Checkpoints would have helped. Serviceable SFX, but this REALLY needs a soundtrack. Also, I don't know that I would describe a world where you are attacked by boars and sentient blobs as a dream world lol.



