Creating the sound and the music of a game can be a complicated sometimes. It's not like an artist who can just select a color palet than start from that. When you are creating music and sounds, it's always about the mood and how you want to represent certain elements in the game.
Goin into the music theme, I wanted to represent the character of the goat itself. If you haven't seen our beloved goat, here it is!

Obviously, when I started composing the music, I had no visuals at all, so me and the atists sat down and established what we wanted our goat to represent.
-Funny/Joyfull
-Decisive
-Simple Minded/light
The way I represented those traits in the music are as follow. the decisiveness is represented by the fact I decide to make a March in a carnival style, which just go foward, they can't turn back once they start moving! Also, instruments like trumpets and horns add to this aspect, which is why they are mainly used. For the simple minded aspect, it is reflected threw the melody of the theme, it's not overly complicated and it's very light. I also gave the theme to the flutes at some point to emphase the light and joyfull aspect to break the roughness of brass and trumpets especially, to make some variations and lighten the music as a whole. In the B part of the theme the melody at the horn is a little bite more sad for a moment, which was intended to represent the fact that our goat friend in unhappy with its current life at the barn and wants to break free, What a silliy idea ;). Of course the goat scream was a must!
Preview:

For the level music, the team only told me they wanted something more stressfull and moody, which can mean a lot of things! I think that keeping the march aspect was a good call since it creates cohesion in the tracks as a whole and the game itself is a march. speaking of cohesion, the mood can certainly change, but you got to keep some of the previously established elements to keep some cohesion. I think that retaining the silly/funny aspect was also one of the main aspect of this game. Which I kept. In the track it is mostly represented with the cowbell and the gliss of the trombone. The the me of this piece really represent the goat running from the barn with a silly cart with way too much luggage. Going into the next section of this piece you got the trombone doing a gliss and the the flute responding to the trombone call. I wanted to represent the relation between the goat and its hamster friend, like the two were having a dialog, Than there comes a more melodic line with the flutes, which represent the difficulty of the travels ahead and the travels itself, the "we are going on an unkown adventure" aspect of this piece. Than of course the piece had to be a loop, so theres no real ending.
Preview:

The beauty of sound design is to do big with nothing. I made every sound in the game and most were done with my mouth : dash, NOM NOM and all goat scream. Of course they were edited in a software haha :). Most of the sound i didnt really had to think because they were too standard sound, like the cart clliding or the rock smash sound. But on the carrot pick up sound and the sound where the hamster gets the carrot i had this crazy idea of the goat picking up the carrot asking like a question to the hamster if it wants to eat and the hamster being like YES!. I instantly had the idea of the "nom nom" and i knew it wold help to keep the silly aspect alive.
I will probably write another post later on more specific music technique if some people are interested. I mainly wanted to talk about the tought process in this one. Hope you like it! If you want to hear the soundtrack, it's here :m: https://www.youtube.com/watch?v=Rv47rFnxWw8
If you haven't play our game yet, you can try it here :m: https://ldjam.com/events/ludum-dare/49/unstabled-goat
Have a good day/night :)