Chanterune by Kerdelos
Welcome to Chanterune !
Sing some tunes

Uncover ancient magic

Make new friends

Tiny ones

And save the forest from a growing danger !

:pray: External assets
- step sounds : https://pixabay.com/fr/sound-effects/running-1-6846/
👨👨👦 Credits
- @Daviiiiiiid : Programming
- @shadocalex : Programming and Boss design
- @Kerdelos : Art
- @Tyrannas : Art
- @TobaccoLeopard : Audio and Level Design
Inputs
ZQSD/WASD or arrows
/!\ /!\ IF YOUR GAME FREEZES AT THE BIG STELE, READ THIS (spoil): /!\ /!\
The music can't load, try to reload the page and play again directly the code kliiklkjl.
Fixes
- Fixed a bug where ladders would get sometimes stuck
- Added space to jump
- Reduced music size to help load the game
- Added a ending splash screen
| Link | https://kerdelos.itch.io/chanterune |
| Original soundtrack | https://www.youtube.com/watch?v=KDyAjeklKNg |
| Original URL | https://ldjam.com/events/ludum-dare/56/chanterune |
Ratings
| Overall | 41th | 4.223⭐ | 67🧑⚖️ |
| Fun | 131th | 3.945⭐ | 66🧑⚖️ |
| Innovation | 35th | 4.154⭐ | 67🧑⚖️ |
| Theme | 599th | 3.617⭐ | 66🧑⚖️ |
| Graphics | 91th | 4.431⭐ | 67🧑⚖️ |
| Audio | 22th | 4.297⭐ | 66🧑⚖️ |
| Mood | 17th | 4.43⭐ | 66🧑⚖️ |
| Given | 59🗳️ | 115🗨️ |
I encountered an issue where upon entering the final code (or at least i think its the final code), the game just freezes. I'm not sure whether the game is supposed to just end or if I'm missing the ending soundtrack.
Overall amazingly relaxing entry, great job :)
The metroidvania mechanics are conveyed well, and the boss battle added more challenge!
The style and palette are very pleasant, only good impressions from the game :)
However, I think the boss fight feels a bit out of place. The fight itself is fine, but the human boss doesn't quite fit the game's style, even though it's well-designed. Please keep going; I'm sure the game has great potential! :fire:
Game froze before getting to the supposed boss fight, though.
Very impressive to see a full experience like this being created in this short amount of time. The graphics are beautiful, I especially enjoy the tiny particles flying up when moving around. You achieved a great control of the platforming mechanics, which feel really good and snappy. Even while liking platformers, I'm not really good at them. The different melodies you unlock over time are so cool! I liked that with each one I felt a sense of progression and new adventures are possible. For me it was not easy to remember the symbols and how to map them on the keyboard, but that's just me being not good with these things, especially when gigantic hands are punching you off the platforms, when I'm just trying to jump from mushroom to mushroom to reach the top.
Also, of course games in which you jump on mushrooms are awesome ;)
Very well done! :)
I wasn't sure how to progress but I eventually went back to the starting area, hoping I had the full song (I had found two parts) and that's when the game froze, so I used the cheat code after that. The boss fight is a bit tough due to the unforgiving platforming, and once I reached the top with the face, I had no idea what to do to beat him. I tried every song and even tried climbing on top of the hands when they fall, but to no avail. Maybe there's a clue that could be made clearer?
One final suggestion would be to have a small "deadzone" around the player before the camera moves, especially on the Y axis - it's more pleasant if the camera doesn't jump up as soon as the player does, but only when you reach a certain height.
Congrats on finishing the jam!
@kyrio Thanks too for the comment and the feedbacks! Yeah we had too much to do, we should have done less but better. You missed one part at the very top left but else you did all good. For the boss, after you make the basket drop, a rune fall from it to the top right of the level. This is the melody you have to make on the last platform to finish the game. You can train for it on the stell directly as it's a safe spot. Maybe you don't even saw it, it might be confused with the scenery.
Every sprite is beautifully rendered, and the focus on strong silhouettes, a pleasing color palette, and bucolic theme made for mouthwatering visuals. The challenge was spot on, and I gasped with glee when we got to do a boss fight, combining all previous mechanics! As a lover of Majoras Mask, this absolutely warmed my heart. Hats off to each and every one of you involved in the process, masterful work!
The art, the music and the overall mood was spot on. It was such a serene and peaceful experience...
UNTIL! The boss, which I completely didn't expect, and it was so weird, and hilarious, and awesome! It was a great ending, and it really took me by surprise.
Great job, you've made a very good game!
P.S. I got to the top at the final boss segment, but wasn't sure what to do lol any tips?
@sabrina-ross haha same answer than for @durkagames, we thought Space + wasd + ijkl would be too much but we'll add the binding !
@larryseinfeld you get to the top, make the basket fall and inside there is a New stone with runes, you go UP again, and then all the way to the boss and use this final song :) (WE know it's not super obvious sorry)
I got stuck at this part and wasn’t sure what to do next. It seems like I need to press this rune, but none of the letters on the right side of my keyboard seem to respond. It was a bit frustrating. (But later, my friend passed this part, and I realized I got stuck because I couldn’t find the other stones XD)
Even though I didn’t finish the game, I think the design is really cool. I felt like a wizard encountering different rune patterns and recording them in my spellbook. I think this has a lot of potential as a gameplay mechanic
.
The music and art are fantastic, perfectly matching the game's atmosphere!
Looking forward to your next project.
Super cool game! Prob my favorite this jam! Love the design, feels super original and innovative. I had so much fun with the audio and the puzzles. Would love to buy an extended version of the game!
I did got the bug stuck at the first "winning" tho so that's a bit sad...but I managed to get to the boss and beat the boss (with more than 20 tries LOL)
Overall def a 10/10 game. Love it! Will follow the progress if there are plans to make an extended version!!! (Would also love to cooperate if possible haha
I will say that every once in a while I got a small hiccup where the music would hang for a second, but outside of that one minor bug I really never had any issues with the game
And bold of you to try and make a boss stage for a jam but you somehow managed to make it work!! Usually that's something that people avoid just due to added complexity so props to your for getting it together!
Fantastic job! This is my favorite one I've seen (and the first I've given all 5s to)!
It's like a mix of Ori and One Hand Clapping.
Was a bit confused at the start what to actually do and I got stuck in the dark passages at some points.
Feels like a really high quality submission and way above the standard here!
It’s great that as you progress, you memorize the melodies and start using them automatically—and overall, the mechanic is really fun. I didn’t really like the segment with the fireflies—they didn’t help much with orientation even when activated (maybe the light radius should be bigger or just increase the number of fireflies).
I liked the level design—not too long in each segment, but not too short either. The only issue I had was accidentally going right after getting out of the dark cave, and I couldn’t go back. I had to go through the firefly segment again.
I didn’t expect the boss at all. I thought the game would end after I played the last melody, but nope! The boss was cool, and it was great that there were checkpoints.
So far, this is one of the best games I’ve played in this Ludum Dare.
my only comment is that for me as a casual player it was a bit hard to remember the music sequence :D i concentrated too hard on planning my way through the game and couldn't think of the patterns at the same time. maybe it could be one button for a melody that you learned? or maybe less symbols for each of them? or maybe some effects could be a bit longer so that you don't panic (like me :D) that you should hurry and make mistakes in the melodies just learned.
this game definitely needs you to be in no rush and have enough time to wander through the platform maze. and i am actually glad that it does that :) i will definitely give it one more try as i want to reach the ending!
It reminds me a lot of the game Loom, in which you learn different songs to solve puzzles, and you learn them by interacting with the environment. I wonder if this somehow inspired you?
I do have some feedback:
- I really (really) struggled with the controls. It was hard to connect keyboard-key-to-musical-note, especially when I had more songs. I think this can be improved by making the symbols actual letters.
- I think the movement feels a bit stiff.
- Spoiler (I did not like the dark part. It's cool that I can light the fireflies, so it could be just me. I just don't like having to navigate pitch-black-zones, I find them frustrating).
- It would be cool if each song had a symbol so I can remember what it does :)
- I also think the songs could affect things for longer.
- I liked how songs can connect!
The music was great, and the stress over remembering the notes was also really fun.
The art was so cute! I'm not a fan of squash and stretch with pixel art, but other than that, perfect.
It took me a minute to figure out the music controls just because the letters on the pit were gibberish. perhaps some different colors? or even just add to the game description.
One of the best games I played so far :)
p.s.
Godot is always a win :heart_eyes:
I soon realized that I have already rated the game and this still prob remains my fav in this jam ^^
Now thinking about the full version in the future:
- I love the sound puzzle and would love to see more of that. Would love to see more use of different musical elements. For example, pitch can be transferred into heights of the platforms; volume can be related to some size control etc.
- One important thing to figure is the ratio combining the battle VS platformer puzzles. I find the boss fight quite cool yet a felt a bit segregated in the game jam version. I do find the boss fight itself fun and thinking there even might be a potential turning into a boss rush game, but this depends which direction you want the game to go ofc. I like the mechanics either way, just needs to find a good balance between those two.
- Also please fix the ending scene bug ^^
I would also love to be a part of the project if possible/needed haha ^^
the controls feel responsive, I found the mechanic to be creative and I thought it was used very effectively throughout the game, the platforming felt well designed and the perfect amount of difficult. the bossfight at the end was a nice way to end things off
The only thing, like someone one else mentioned, would be that I wish the fireflies had a bigger light radius, as it made the dark part a tiny bit difficult to traverse
I think it's worth turning into a full game, the mechanic has a lot of potential to be used in a lot of ways and create some pretty intricate gameplay especially with some combat
this is one of the strongest entries I have played so far, really enjoyed everything
The two factors that I consider when gauging the commercial viability of a product are the potential for marketability (acquisition) and retention.
I feel like your game concept has strong potential for retention. The core mechanic is interesting and immediately intuitive, but obviously packs a lot of depth and potential for future variations and combinations of songs. The tricky thing is how you would scale the numbers of songs, since already learning 2 or 3 was a bit of a challenge to remember and establish muscle memory for the inputs. You will need to think very systemically! The general style of the experience where knowledge is the only progression mechanic is super cool and I think there's a niche that you're hitting.
Your biggest challenge for this game is marketability. As you probably know already, 2D platformers are by far the most common game released, so the market for these games is extremely saturated. This makes acquisition of users difficult since your game needs to REALLY stand out, and stand out within the first few seconds of a user seeing gameplay. Luckily, your mechanics are easily explained in a gif, so the mechanical hook for your game shouldn't be that hard to convey!
However, I do feel like the overall visual presentation is lacking that same level of hook to match the mechanic. As I said, I think the visual bar is just set incredibly high these days in the 2D platformer genre to break through all of the noise. You'll need to be in the upper 1/2% of games visually to attract attention. Look at games like Spiritfarer or The Last Night to get an idea of the quality bar you'll need to hit. Outliers like Animal Well are not good reference unless you also have a youtube partner with millions of subscribers to market your game for you.
Before you commit to a commercial future for this project I would try to do a visual "keyhole", which is just a polished proof-of-concept for shippable quality visuals and see if you can do some marketing tests to see if your games visual style is enough to gain traction on social media or other marketing channels.
It's a great concept and you guys seem very talented as a team! I believe you can do it but make sure you're testing the marketability first! Good luck :)
Lyrics aside, I'm usually bad with anything involving timed inputs or memorisation under stress, but I felt like I could still go on here, and practice really made perfect. Got a little spooked by the darkened levels, too, but they kinda made the ending all the more rewarding.
And thank you very very much @cpaz for sharing such useful insight with us, it's greatly appreciated !