Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Necromancer Conquest OSTView project page

Spooky yet refined-like aged bones
Submitted by Doug T (@sweetpowersauce) — 1 day, 12 hours before the deadline
Add to collection

Play soundtrack

Necromancer Conquest OST's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#14.1254.375
Overall#23.7714.000
Fun#34.0074.250
Overall SFX#33.3003.500
Overall Music#33.6533.875

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • An impressive amount of work for this submission! You've provided such an array of samples. Well done on the medieval incluence! The Lumber March has a light feel but also a sense of urgency that I think would fit well in how the game looks in my mind. All around the SFX and the music made the game feel a bit more cartoony than the other submissions, which is definitely can be an interpretation of how this game would be designed! I also really loved the Combined music!
  • Music - Level Music I think this captures the "fantasy" flavor of the game well! The "tappy" percussion in the background works well. This submission feels like it leans toward the Age of Empires style well - I might want a bit more "action" feeling to help the player feel like they're controlling all these monsters. There's a good hypnotic effect to the layering in of things, and I think it keeps interest and has shape without being overbearing. You might change the sound source of the (I believe it is a) celesta partway through to a different metallic texture, if you were to continue this track beyond 1:20. Lumber - definitely feels like a march I'm wondering how it would be used in game. Bassoon is playful and fun. Lose - I think it's got a good combination of unsteady and disappointment, without being too dark. Nice! SFX - Charge - the party horn really made me smile, especially contrasted with the more guttural grunts and shouts Success - I like it, it cuts out a bit and we miss the reverb tail. The timpani is a nice touch, you might also consider a crash cymbal or some sort of sweep in the second half, the first two horn notes feel like they're leading to the impact, and I think it needs just a tiny bit more oomph Rise - I like the voice in this sounding a bit mischievous. At first listen its a little bleak compared to the other assets, but the voice being a little playful helps counteract that. Thanks!

Leave a comment

Log in with itch.io to leave a comment.

Comments

There's a lot going on here! The bells, the horns, the drums. I'm not sure it all hangs together quite as well as it should, but it feels ambitious and creative. I think it's worth tinkering around more with, because with a little more cohesion it would be really fantastic.

Submitted

I love igaLevelMusicCombinedCut track. (I think this is your "thinking" music?) The clever use of instrumentation totally made it feel like a dreadful march, with a bit of much needed levity from your trio. I did not like the clicking instrument that was underneath all of the layers. First, I had to turn up the volume to hear it, but then the different rhythmic texture totally threw me off. You are painting a beautiful atmospheric picture, but that instrument breaks it up. I would suggest either making it louder and perhaps changing the instrument to help it flow better or removing it entirely.

The next piece Lumber March Fade was so good too! This is a great example of that clicking, salsa-like theme taking the spotlight and doing a really great job of it. I can tell why you wanted to include it in the above track too to have some consistency between the pieces. Here, it really shines and feels right, plus the upbeat and "comedic" (as you called it) feel of this piece is so much fun! This one also reminded me a bit of the Fantasia theme of Mickey with the broomsticks.

Now, for the SFX. 
- The success theme is also fun, but it is very clearly the Zelda success theme at the end, haha. I would try to adjust it a bit so that when people hear it, they think of your game and only your game.
- The charge is great! Love the horse hooves, yells, and clattering of armor. The party horn sound at the end is a little funky though. Is it supposed to be like a charging horn?
- Sadly, the Rising Undead SFX is not playing for me! D: I was really excited for this one since your layering was very creative, haha, so I am going to try it again tomorrow and see if anything changes.
- Finally, I really like the beginning of the Player Lose SFX. It really makes me feel like, "well crap I lost" with the drums and brass, while the flute on top is almost like I am being laughed at. After the first few seconds however, it doesn't really feel like I have lost anymore. Is it because the melody goes upward? It gives more so hope or loading screen vibes from that point forward, which feel a little off considering how it started.

Great work on this!

Developer

March: This would be used as the title music. I went for a little more comedic interpretation of the theme, so I wanted the undead to be advancing with a march, but with a 3/4 time signature to also be a waltz. It features the bassoon to represent the necromancer. and has a trio section featuring the flute because of this guy:

 Cerebral music: Because this is for an RTS game, I wanted some space for thinking, and toned down the melodies for this track. It features a fanfare section to be faded in and out of the song based on the context of the game. I imagined the "Hero" enemies would start blasting their fanfare if they started to win. 

Level Lose Music: features a patronizing base line, and violins who laugh at you. Does not loop.


Sound Effects:

I wanted to try different techniques of sound design, so each was created differently. 

Level Win Music: "Dramatic Chimpunk" (cause you are evil) and the Zelda Success theme, because this is the perfect 6 notes to convey all the feelings you should be having right now. Made via orchestration.

Charge: When the "Heros" launch an attack against you. Made via layering a variety of sounds from freesound.org

Rise Undead: for when you raise an army and spread your territory. Made via combining recordings of ripping leaves (body parts assembling), pouring salt(dirt moving), stirring Jello (squelching), reversed resonance of a mandolin smack (magical presence / wrongness), and my very wet laugh made right after eating some Jello. 

Submitted

the Level music is very calm and moody. Befitting a tower defense game.

Not sure in what context lumber march would be in, but it definitely sounds goofy-spooky to me.

The success sound doesn't sound very successful to me.

The tiny trumpet in the Charge sound effect was funny and just made me think of a horde of tiny lemmings charging. Not exactly undead folk though.

The RiseUndead was good, but I feel like the evil laughter was a bit off. I would have just put a shy whisper on there instead.

The lose sound definitely sounds like you lost, but a little too discombobulated and quirky for my taste.


In conclusion, a solid entry.

Developer

thanks for the listen! 


The prompt was to make music for a game where you play as an undead hord, which is why the success sound is a little evil sounding, and when the enemies charge, it is more human sounding

Submitted

My thoughts --

  • On the music:
    • The Lumber March is whimsical and spoopy, with some devious rhythmic choices. Well done.
    • The first level music is a simple and effective use of the Dies Irae motif. Relaxing, foreboding, and varied; very nice!
      • I understand that you did a combined level cut for Wwise / FMod implementation, but I think they'd work without the middleware because that variation works on a (presumably) long RTS level.
    • The player losing was... whimsical? Rhythmically and instrumentally it was whimsical but I'm not sure I'm feeling this tonally...
    • Solid mixing all around.
    • The success jingle was super on point, I could not see any other being used for a game like this. Stellar job!
  • The charge FX was really good too; I loved the detail of the out-of-tune trumpet there.
    • Only comment about it besides the above that I have is that the crowd feels too... "not-undead." I could see that shout being uttered by certain living groups of people ^_^;
  • The rise undead FX was very characterful and it did scare me a bit. Well done.

Well done; solid work all around, and all the best in the jam! I also note that you did this in a short span of time, props for that.

Developer(+1)

thank you for the listen, and the new vocabulary word. I will look up that totally intentional use of *checks notes* Dies Irae...


The charge was supposed to be when the human factions attacked, I probably should have made it from the undead perspective though.