Yay, great job!! And thank you so much for your kind words :)
sputniklas
Creator of
Recent community posts
Hey! :)
Great questions! I feel like there is quite a difference in doing this from jam to jam, so hard to say in general :D But I can tell you a few things I did for this game.
Regarding the workflow - I mostly implemented the sounds myself to have more control over it, but always in communication with our amazing programmer Vincent so everything runs smoothly :) Usually I work with audio middlewares, this time I tried out Godot‘s audio player and features though. Works great to a certain degree - for finetuning the audio mix I would have preferred a middleware to be a bit faster :D As a consequence (maybe?) I had a few categories in mind to mix the sounds into. Kind of a top down approach. The front layer are the important gameplay sounds that give the juice and satisfaction (clockhand sounds, enemies). Then the rhythmic layer, so music and other elements that go with the beat. Then the background layer, that help make the game feel alive and responsive (ambience, UI). Each layer has its limitations to volume and freqency range to make it all fit together. I mixed rather loud (but not a specific loudness) because we managed to put volume sliders into the game - so better to have it loud and go quieter then have it quiet and you can only go quieter. Regarding the difference between DAW and web build, I don‘t really know :D
Hope this helps!






