Sleep ArthonBru, Sleep! by hotaloca

[raw]
made by hotaloca for Ludum Dare 59 (COMPO)

Képernyőfotó 2026-04-19 - 17.32.40.png

Sleep ArthonBru, Sleep!

The world is a better place if ArthonBru never awakes. Mix him the music of the eternal love and care so he returns to sleep for another 1000 years! Or reveal your dark side, and mix him the music of the shadows so he can finally break his chains!

How to play?

Use your mouse to select and click certain buttons on the equipment which locks ArthonBru in his prison. The music will start playing, in loops which you have selected by pressing neighbouring buttons.

Rules of making the signal/loop connections: The starting node can only leave in one direction. The connections cannot form a circle in any way. Two signal trees cannot be connected.

You can delete not needed trees by pressing the button again... All part of the tree will be deleted, which is not connected to the starting/base node.

The music plays in 16 notes - each icon has it's own track. They can play either love or evil notes (or nothing). You need to organise the loop signal so it arrives to the notes at the right time - so either to play love or evil notes... You get scores (yellow or pink) in both directions, yet having them mixed up reduces the overall score. The score is getting totalled for the last 16 notes - so you need to wait a full cycle to get the newest scores.

The signal is triggered automatically at note 0 and note 16; if the tree has changed. (This is also displayed at the note tracker).

Jam Submissions!

This game is submitted LUDUM DARE 59 - theme: signal and Havi Egy Jatek April - theme: 3rd sound (extra theme not selected).

The game mechanics are also inspired by recent discussion with CEU researchers on implicit learning (focus on what you can feel vs. what you can figure out with logic).

Toolset

Development: Unity 2022.3 Art: Affinity Designer 2.0 Music/sounds: Reaper with Reason Studios 13 AI usage: Used AI for coding (Claude Code). No AI was used for the artwork or sounds. Code reuse: I reused/modified my classes for managing spline generation/animation (for signal placement logic).

The game was made by Laszlo Toth on 19 April 2026.

You can find the source code in the itch.io page!

Ratings

Overall 208th 3.224⭐ 31🧑‍⚖️
Fun 189th 3.138⭐ 31🧑‍⚖️
Innovation 39th 3.879⭐ 31🧑‍⚖️
Theme 162th 3.6⭐ 32🧑‍⚖️
Graphics 151th 3.467⭐ 32🧑‍⚖️
Audio 9th 4.207⭐ 31🧑‍⚖️
Mood 195th 3.19⭐ 31🧑‍⚖️
Given 29🗳️ 39🗨️

Feedback

mdotedot
Apr 19th · 20:11 UTC
Ha Ha .. we make our own music! I could have used the output for my game :D :D :D Well done!
Rafa Fiedo
Apr 20th · 08:20 UTC
nice idea! :D
Floonace
Apr 20th · 08:26 UTC
This is so good.
Enryu Mirik
Apr 20th · 08:28 UTC
What an idea
OadT
Apr 20th · 10:10 UTC
It was fun playing around with the sounds! I had some difficulties understanding the scoring system though. I understood that there are evil and good sounds indicated by their color, and the score reflects how often you hit them, but I dont understand how to influence the sound. But still a cool entry!
Loig
Apr 20th · 14:30 UTC
Good idea, very entertaining to play!
🎤 hotaloca
Apr 20th · 16:13 UTC
@Oadt Well, we have a 16 note loop (and the current position is indicated by the top right rotating gear) and each "instrument" plays either good or evil or no sound. The intended way to win is to organise sounds in loops where the right notes are pressed in the right sequence... In my plans this appeared to be much more intuitive, the game turn out rather difficult :)
Frib
Apr 20th · 20:11 UTC
I couldn't figure out how it worked so I didn't solve the puzzle or get the bar full, but I did enjoy making random music with this :D
🎤 hotaloca
Apr 21st · 04:16 UTC
@frib Although I did not intend the game to be so difficult to win (I run out of time, and for sure balancing is off), the original idea also was it's not so much a problem if the players gets lost and starts to create music instead -- or even better tries to beat the game with just trial and error. Maybe some more tweaking would make it more intuitive.
Tynaa_
Apr 21st · 07:14 UTC
Very cool! I like it!
LDJam user 409682
Apr 21st · 10:36 UTC
Damn, that’s a really cool idea. I loved creating a melody from a sequence of sounds. At first I thought it was a puzzle, but when I realized it’s actually a musical instrument… oh yeah, pure bliss.

Thanks for the musical game!
anku
Apr 21st · 11:07 UTC
Not usually a fan of rhythm/music games, but this one is put together really well. I didn’t always understand what I was supposed to press, yet over time the chaotic sounds start merging into a single melody — and that’s honestly pretty fun. Nice game!
Pimeko
Apr 21st · 16:45 UTC
Very cool mechanic! I kind of struggled to understand which were the correct samples, but it was nice to search for it. Cute graphics too :)
Perhaps keeping the music running at all times instead of restarting when changing the sequence would lead in a smoother listening experience, but overall cool entry!
LDJam user 407524
Apr 21st · 20:07 UTC
The game has pretty good feeling to it, though i kinda didnt understand what exactly am i supposed to do, but outside of that i spent some time playing around with nodes and their connections, pretty cool
hammeredzombie
Apr 21st · 23:36 UTC
groovy, no pointers. i want to beat it, i will be back.
🎤 hotaloca
Apr 22nd · 04:46 UTC
@fassenberg @anku @pimeko @mcramon Thanks for the feedback, surely made my day. Balancing out the game and making the puzzle work properly and more clear sure would be on top of the list. At the same time I love that at least one of the design intent came through --> that it is OK to not so much focus on beating the game but getting lost on creating something which is more musical/sounds pleasing. Or maybe put in other words - maybe to solve the puzzle with trial/error - more with implicit feeling not necessarily with logic. Anyway long way to go still - thanks for all the feedback!
🎤 hotaloca
Apr 22nd · 04:46 UTC
@hammeredzombie YEAH! Make sure to post a screenshot if you succeed! I would love to know your solution.
oxnh
Apr 22nd · 09:00 UTC
This is a cool concept but it really didn't work for me. I don't understand, it seems like what's a good and evil note randomly changes when I reconnect the same block. Idk I feel like I'm playing it wrong even though I read the description.
henk
Apr 22nd · 23:02 UTC
6/8 was the best I could do:

![arthonbru_best.png](///raw/437/c5/z/72639.png)

Having the button arrangement be random makes it unclear to me whether the game is always beatable, both in terms of "can I get 8/8" and "can I make something that doesn't sound bad." I'd also like some way to more precisely control the timing rather than needing to click at just the right moment. Otherwise, this is quite clever and I liked it!

One issue I ran into: while I was playing one of the buttons bugged out somehow and I could no longer disable it, forcing me to restart.
🎤 hotaloca
Apr 23rd · 06:37 UTC
@oxnh @henk Thanks a lot for playing. Fully agree that the random setup does not work likely - this was not intended, simply I just run out of time and energy. I also suspect there might be some bugs, not sure - i could not reproduce any yet sometimes the logic appeared strange. I love your point henk on getting an arrangement of notes which are either produce nice sounding music and solve the puzzle... This actually could be a great way to continue this if it can be designed sophisticated enough --> in some maps the music and solution can match, so finding it is more easy. Sometimes the solution is not musical or against typical music (maybe the evil solution) or even the music could be very differently structured in terms of rythm/melody/chords for the evil/good part... Yes that's very fair point!
JoeGreen
Apr 23rd · 09:57 UTC
Music is all around us. All you have to do is listen. Surprisingly captivating.
LDJam user 243193
Apr 23rd · 12:23 UTC
I am totally confused with this game. I hope there would be cleared clue on what's what to make this game easier to play.
VenomousMouse
Apr 23rd · 13:30 UTC
I see and understand the total idea, but it`s a bit hard for me to get it`s full potential. I also like the sounds, very nice. In general, a bit more clarification would be great, but the game is nice.
cogcomp
Apr 23rd · 18:03 UTC
Cool display but the game was a bit hard to grasp. A nice tutorial on how to setup loops etc would've been nice, but I really like idea and story.
RushB
Apr 23rd · 18:43 UTC
fruity loops: the beginning))))))))) nice idea
KeySole
Apr 24th · 15:22 UTC
I liked messing around with it, you can make decent "track" just by toggling randomly. I guess what I'd like is to have more structure/progression, maybe starting with less toggles so player can grasp the rules etc.
auxiliarymoose
Apr 25th · 22:59 UTC
This is a very neat idea, however it was challenging to interpret the behaviors of each tile. I enjoyed the emergent music that came out of the tool, but it would have been nice to additionally have some more extended visual notation to understand the nodes & sub-networks, e.g. seeing a piano roll for a set of connected nodes (with some sense of how the signal propagation will enable/disable each note). In any case, I think the overall experience was enjoyable, and it could certainly form the foundation for a more substantial game about solving puzzles with sound sequences!
Avhatar
Apr 26th · 09:27 UTC
I really liked the concept, and I'm a big fan of games built around music and sound in general, but I couldn't figure out how to play it =( I'd really like to understand it and give it proper feedback.
So I recorded a video in hopes that it'll help show what's not clear to a dummy like me, and maybe motivate you to make a tutorial video with commentary.
https://www.youtube.com/watch?v=iStKlcyI7yY
ejunegao
Apr 27th · 17:04 UTC
I probably spent an or more hour trying to beat the game. Much more than any other game lol because this game's concept is so intriguing. The complication lures me to try to figure out what's going on. Furthest I got was 2 bars away. I wonder if the shapes below the symbols mean anything? But I just can't piece out the clues and find a solution. Also, when we draw a line between symbols, depending on the timing, every time it could be different which makes it really hard to try different solutions because getting the connection to the colors you want would take multiple tries. Although I wonder if this is because we haven't found the real solution yet? Is the solution supposed to be like perfectly positioned where no matter what timing you click them, they always make the color you want?

I really wonder if anyone has beat the game. Is it the game or is it me, lol. All in all, great job on the game!
🎤 hotaloca
Apr 28th · 19:02 UTC
@avhatar @ejunegao Thank you very much for investing to the game - as you probably know it means a lot.

I COULD NOT FIX THE IMAGES FOR THIS COMMENT - PLEASE CHECK THE ITCH.IO PAGE. THEY ARE PROPERLY DISPLAYED THERE.

The intended way to play (intended = what I had in mind, but this might have not been properly implemented, maybe there are bugs, etc)... Each icon is an instrument. The circle ones are drums, the triangle ones are melody, stair-like is chorus, wave is bass, etc. The top right circle has very important meaning: it shows the current status of the loop. Each equipment is playing a note or not according to predefined rules.

The rule table is here:
![loop.png](///raw/e00/04/z/72e27.png)

As you can see in each step of the loop (16 steps total), an equipment either plays X (positive sound) or D (evil sound) or nothing (.). The gear on the top right also has a top and a bottom indicator. Whenever you modify a loop, the whole sequence is retriggered. The triggering can happen only at step 0 (in the beginning sequence) or at step 8 (the middle of the loop). The triggering always occurs at the start of the tree (the first selected icon), and than goes around in the tree using I think always choose left approach. The creation of the loops does NOT allow any circles to be made (to avoid confusion) OR to connect two trees (in this case it would be difficult to decide which one is the original root of the tree). This rule created some problems, as I realised too late in development that the amount of choices you can make is limited by this factor.


So the sound would be only played, if the little yellow signal highlights the equipment AT THE RIGHT TIME. This is displayed - yellow for a positive note hit, purple for an evil note hit, and I think it was black when the note is already playing (so if you have the same two equipment fire at the same time only one would fire OR the previous sound is still playing - like the chorus takes 16 steps to complete). When you hit a note which is already playing OR there is silence in that step, then it does not affect the score (neither it plays any music).


Net you need to create a sequence in which only X (or silence) is hit to get maximum yellow scores.
I run out of time for the jam (plus a headache), so I could not finish the maps as I expected, test sufficiently the game. I have placed the sequences randomly, and one map might or might not have a valid solution. I could solve during the jam roughly 60% so I felt like probably with some luck/trials someone can get to the maximum score, maybe it's not the case (sorry about that!). I spent some time trying to create a solution, I could not (yet) beat the game - below is my maximum score so far... You can see what elements are put in pair so they would work... Also please note you need to start with the right trigger point, otherwise you might get different result.


Lastly on the scoring: if someone mixes yellow/purple (positive/evil) sounds then they reduce the overall score (so 3 yellow + 1 purple = 2 yellow score).
I hope it helps and once again -- much appreciate your engagement, and I'm happy you liked the concept, need to make the experience much smoother.

![arthonbru.gif](///raw/e00/04/z/72e29.gif)
Richard Baltrusch
May 04th · 12:01 UTC
Really enjoyed this - very creative! I too found myself mostly messing around to make cool music (and that was satisfying enough), the scoring system was a bit difficult to understand and it was not clear to me why certain notes would switch from good to bad, that felt a bit random and thus difficult to control / understand.

A really polished and enjoyable entry!