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liamt15

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A member registered Jun 28, 2025 · View creator page →

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Inspired by early Tennyson stuff actually! Glad you liked it, thanks for checking it out!

The interactivity of the soundtrack was very welcome. It was nice to play a game that left lots of space and room for thought.

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Very addicting gameplay loop, I had to play twice just for the fun of it! Please turn this into a full game with full human made assets!

The last level seems to end early for some reason, barely put out any fire.

Reminds me of a game I scored for this year's GMTK, based on the Nomadic Tuareg people of the Sahara.

3D model and environment were very well done, despite a few bugs/glitches (Pool water being a 2D asset meant it didn't blend great with the curves of the sand). Wasn't expecting the camel to yeet itself across the desert like that, pretty cool. The sliding down the hill mechanic was a nice touch though.

I liked the ambience of the soundtrack but found the synths to be a bit too present. I would have liked the rest of the audio to cut through more, and leave a bit more room to breathe. Hearing more acoustic instruments would have been great too.  Gonna drop a reference I used back in July: 

I was convinced throwing rocks to the sky was reducing the meter and then I figured it out! Nice little game, Just need a few more footstep variations and a bit of EQ and maybe reverb to make it less harsh on the ears.

Great use of the Jam theme song, I thought it fit really well and was fairly well balanced with the sfx! I appreciate the simplicity of the puzzles for a Jam entry, the challenge of doing it in as few rotations as possible was interesting but I also enjoyed speed running through all the levels too.

Interesting game concept, but the mechanics felt a little awkward to use. The music didn't quite fit right, maybe because of the weird harmonic choices and synthetic sound of the strings (expression control would have helped)

Great solo entry! Since so much of the assets are borrowed, including the music and SFX (my area of expertise), I'm judging mostly on the game design and story. 

It took me a while to figure out that the wake of the rocks were a speed boost. In my head it would have the opposite effect because of the turbulence slowing down the flow. I found myself avoiding most of the rocks by going down the side which felt a little bit unsatisfying. Towards the end I thought it might be endless so I was a little bit more daring and had some close calls but I accidentally managed to finish the game before getting too risky! 

The quotes reminded me of "getting over it". At first I thought it might be a parody of inspirational messaging but then when I hit the end it felt more sincere and was quite cathartic, especially with the use of the jam theme soundtrack. For a sincere game with a message of perseverance(?) I thought the quotes and choice of music were a little much and a tad manipulative to the point of parody, which I thought would have been a really fun take on the theme if you went in that direction. I think maybe a little more subtext and a more understated soundtrack would have worked better for me overall.

Great game regardless and a fun one to start my rating queue!

Thankyou everyone for listening and rating! I didn't know if I should bother even submitting since I had such a small amount of time to work on it but glad I did!

Do you mean the sawtooth? I put it in octaves to make it fill the texture more, perhaps I could lower the velocity on one of them to make it sit a bit nicer

Those roland sounds are so nostalgic. Where'd you get all those jazz fusion chops though??

Love the bit crushed percussive style you're going for!

Or Glameow lol, I used exclusively pokemon soundfonts, except live recorded guitar

what's the project? Got a budget?

I understand there's a bug with the walking sound, if it get's annoying there's a setting to adjust the SFX volume. Hope you enjoy the game!

Honestly i like the sound of the SWAM solo instruments when i can be bothered to automate them properly, its just the orchestral violin sections sound really synthetic for some reason. Sounds like spitfire maybe, I've tried out the free version and its got some good stuff.

Trials of remembering - Interesting theme, but the drums need something to gel it to everything else, like a bassline.

Those fields - Similar to the menu track.The quiet whistling bird section makes this one stand out.

The feathers - Much better balanced, with some really nice melodies.

The pure - The guitar and double bass drum pedal was unexpected! Quite heavy relative to the rest of the ost but works for a boss fight theme.

I think all the lore was just a lot to take in on top of all the different ideas you present in the music and trying to consider it all in one go was challenging.

Where they would fit in the game. I read the lore on your project page for a bit more context.

Scentsful Meadow - Great crescendos. Love the grand move to the subdominant. 

Hapful Boglands - The Music box instrument is so light and floaty. The movement between the chords is just as floaty.

The mushrooms speak to the stars - Some weird chord changes, even weirder with the slides, really unique sound. Great mix of different string articulations and synths. 

Mountain of a thousand skies - Very dreamy ostinato, Flute sounds a bit out, but maybe thats kind of a vibe.

Unrelated note, I listened whilst staring out a high-rise rainy window.

Menu - Great introduction to the themes. The solo winds all kind of blend with each other, I wonder if you could pan them or adjust what range they play in to have them stand out from each other a bit more (or eq?). Love all the low string passages.

Town - Nice to hear a more mellow town theme. The melodies are rather busy and don't leave much room to rest. As a listener it can be just as exhausting to listen to as it would be to play. 

Exploration - Good rhythmic motifs. Similar criticism here. It feels like a track that could use a bit more of one instrument dominating at a time. And room to breathe (those poor brass player's chops!) I like the switching of textures to create interest.

Mystery - Perc. + pizzicato is such a vibe. Good use of more mysterious harmonic techniques too. The delegating of melodic passages was more natural and satisfying here. The cymbal clashes are hilarious.

Battle - Your string writing is pretty good I think, but i feel sorry for the winds! The snare drum was a nice touch, but i wanted more, and even more heavy percussion!

Bad guy - Some very tense string motifs, I like the marcato passages. 

Intro - Already love the fusion of folk and synthetic sounds. Fantastic swells, give off a great sense of grandeur.

Exploration - Great driving energy, like you're exploring in a futuristic vehicle of some kind. Love the choice of tonality in this one, full of adventure, and the hook is fantastic. 

Battle - I'm kind of imagining an armored core style bullet hell fight with lots of flashing colour. I can see why it's a favourite, it goes hard.

I really like the consideration for how the soundtrack could be adaptive in the game, I haven't seen that in the Jam much but over half the games I've worked on do a version of that. It could be fun to really lean into this and have a version of the soundtrack that demonstrates fading between different layers, a bit like the hollow knight soundtrack does for area themes. Besides, the music was really well done, I enjoyed it thoroughly. The New world theme reminds me of this really old tune: 

A bit weird and all over the place, but that made it a fun listen. I can see how the atmosphere you've created fits into the game world you're trying to show off, but not where the individual tracks are meant to go?

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Thank you for your detailed consideration, I thoroughly enjoyed your submission this year and last year too! I appreciate the acknowledgement of different modes in European folk settings. The elven piece was particularly inspired by Amira Medunjanin, a Bosnian/Croatian folk musician.

Cassildas poem - very haunting, love the setting of the poem.

King's masquerade - Good use of chromatic lines, gives a sense of false-ness and a dark hidden truth behind the facade. 

Carcosa - Beautiful melody, nice when the piano brings it back.

The horror elements were the highlight for me.

There's some weird stuttering, were you not able to export properly? Some nice melodies and well thought out accompaniment. Good development of the track through texture. For a track this long it would be nice to hear some tonal shifts too. Nice work on the submission!

Guitar is the intended instrument (as I'm not a violinist) so im super curious to see how you get on!

Love the interwoven string sounds, they have a really raw sound like they're played by folk musicians. Tried to get a similar thing with one of my tracks by manipulating a cello sound, I'll have to check out the VST you mentioned, was it free? Love the interventions of the orchestra with the main theme. This was awesome, would love to see what you come up with in the next one!

It is a pretty steep increase in difficulty, I would imagine the full OST having many times more of the main story tracks to build up skill and plenty of practice songs like the riding one. Also It would probably be a gamified experience like guitar hero so it could appeal to general audiences, whereas here I thought it fun to cater specifically to musicians in the jam. Thanks for giving it a go!

The soundtrack is all very well produced and I love the idea of a compilation style album with different themes. I found it hard to imagine how Raindove's compilation could be expanded into actual in game tracks, I wish there was more separating each of the themes beyond just motifs. Emberhen's compilation didn't leave me wanting, it was really densely packed with settings and motifs, with seamless transitions. I think this track represents the core idea behind the soundtrack perfectly. The transition to the market style track is the highlight of the OST for me. I thought you represented the warrior/defender archetype of Skylark really well through the themes you wrote. The bold motif right at the start, then the rhythmic adventure theme sets the mood and pace. Great key change into the transition. Love the sense of movement that you create through harmony, super impressive. The way you change from a major chord to a minor chord to shift the whole tonality is cool. 

So much music packed into only 9 minutes! Overall a very successful showcase of the hypothetical game's music I thought.

Dude you're so right on caravan, just need a B section to shred on! Thanks for listening!

Lingering memories - Great rhythmic feel straight off, and a really nice violin sound. I like the slow moving bass against the fast plucking. Is that a Cajon VST I hear? Some ideas for developing the track could be some key changes, maybe a section in the subdominant (perhaps A+G chords), or a bridge with a different instrument, like a flute.

Cathedral ruins - Really strong core idea, and all the atmospheric sounds really complement it.

I love that the whole soundtrack would be a combination of the main character's instruments and the instruments of the characters they interact with. If you fancy a bit of a sight-reading roast I did a very similar thing!

I used a couple in my soundtrack actually! And then all the freebies from orchestral tools too!

Prohibited artifact - Very sombre, expressive solo instruments.

Interception - Percussion is fantastic, and I love the ostinato in the plucked string instrument, it's so tense. I struggled to contextualise the lute motif in the context of the story here.

Ancient melody - I like how the ancient melody is very open, using lots of fourths and fifths.

World from above - Nice long soaring melodies, but some of the wind instruments stick out a bit, and it sounds a bit dryer than some of the other tracks.

Faljir Duet - I like how I can imagine when the player would input the notes, like with ocarina of time, and the "complete" jingle sound is a nice touch.

Unveiling the past - A fun twist! Very open melodies, but also tense percussion, like there's no immediate threat but a big revelation is being made.

Great use of different musical ideas to tell a story, feels like you've got chapter 1 of a saga down!

If you're up for a challenging sight-read I'd love to hear your thoughts on my lower stakes take on this game concept.

Really strong composition and a clear dedication to craft considering it sounds this good with stuff from the free LABS series! I especially like the dramatic tonality change at the end of forgotten world, and the use of the plucked instrument in frostbite fissure, it matches the aesthetic perfectly. Super impressed with this one!

Love the idea of a musical game where you explore different music in different settings. I did a similar thing but in a fantasy environment. I wish we could hear some of the music in the game's core gameplay and exploration, but it's nice that you hint at all sorts of ideas in your second track, a clever way to get past the time restrictions of the Jam.

Dreamers - I like the wonky rhythms of the chiptune synth. Nice to hear ghost notes being used, really helps the groove. 

Two wings - Sounds through composed, with the melody passing around and interrupting itself, which fits a cutscene.

Omen - I'm struggling to visualise the scene that this plays over, maybe it works as an area theme, but it doesn't sit in the background the way I would expect it too for a song following a dramatic cutscene. Maybe the harmonic rhythm is too fast, or there's melodies that are too prominent. Works well as a track on an album though.

Presage - Feels like a great cutscene track for the build up to a boss fight, during dialogue, but doesn't have the boss fight intensity yet.

Re-realization - Very energetic, like an elite four theme. Love that you did lots of thematic call backs. 

Thank you for listening so intentively! I'll check yours out now!

Very delightful soundtrack. I like the motif visualisations! Funny how you gave the gnomes the reeded instruments, for me it was the dwarves. I want my main character to meet lute girl so they can Jam!