Thanks! If you're making the shooting sound, you're practically there (I just went Bwe-oom into my mic then added some effects).
danieljmcintoshcomposer
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Fun concept! I was terrible at this game; it took me a solid 20 minutes of practice before I could fill even some of the orders. Might have been because the arm controls were left to right, with no verticality? The ability to remap those would have helped a lot, I think.
It's a bit frustrating to have to wait for a piece of food that you need for longer than 10 seconds. I would prefer to have the time to complete the order be less and the window for getting what you need be tighter.
Music had some fun ideas, but not not nearly enough harmonic variation for the amount of time on the level. More than two chords please!
Really enjoyed this! Excellent atmosphere, and intriguing gameplay (I got stuck on the "not all paths level"). The music worked quite well (I could have used a touch more bass in some moments), and was essential in establishing the atmosphere, so it made it REALLY disappointing when it cut out for me on the last level.
Thanks! We had a fun time brainstorming how to get them all to work together. I was rushing SFX in at the last minute, so unfortunately I didn't have time to really sit with everything and balance it properly.
BTW if you liked the soundtrack you can download it for free at https://www.danieljmcintoshcomposer.com/recordings-media
I'll check yours out here when I can!
I loved the art for the seal and the environment (not crazy about the lines running though everything though). I couldn't get past the ramp, don't know what I was missing. I felt like while there were speed boosts, there wasn't really MOMENTUM, where your speed kept going. It felt like it reverted to walking speed very quickly. The music was fine, but it didn't really do anything to tie me in to the game setting, just an up-tempo bop.
Oh this was so much fun! Excellent mechanics. I would like if the "rope" were a little more tangible, there were several times where not knowing its exact location caused errors on my part. Enjoyed the SFX. The music could definitely have used more variation (harmonic, rhythmic, tempo, form, etc.) Melodic variation alone isn't enough when using the same track for minutes at a time.
Thanks for your playing, and for your comments! I'll get to your game soon.
We were done a half hour before but had some submission problems :) Out of curiosity, which areas of the game do you feel need more polish?
If you like the music, you can download it free on my website: https://www.danieljmcintoshcomposer.com/recordings-media
Thanks! Glad you enjoyed it, especially the SFX (I was nervous on those, not my forte). FYI if you like the soundtrack, you can download it for free on my website: https://www.danieljmcintoshcomposer.com/recordings-media
I'll try to play yours tomorrow!
Thanks! If you got to the red crystal enemies, you got close to the end. Glad you enjoyed the soundtrack, just FYI you can download it for free on my website: https://www.danieljmcintoshcomposer.com/recordings-media
I'll try to play yours tomorrow!
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:
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.




