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Daddy Gaiden

Overview

Daddy Gaiden is a 2D action game focused on fast-paced combat and responsive player feedback. The game detail is here.

I worked as the Audio Designer, responsible for designing combat-related audio systems to support attack clarity, responsiveness, and player feedback.

Responsibilities

Design Goals

  • Designed player combat audio, including:

    • Light / heavy attacks

    • Dodge and parry

    • Ultimate (UT) attacks

  • Created enemy audio systems:

    • Melee and ranged attacks

    • Heal and death feedback

  • Designed additional gameplay audio:

    • Footsteps

    • Upgrade / room clear feedback

The primary goal was to enhance combat readability and responsiveness.

Key focus areas:

  • Ensure clear distinction between light vs heavy attacks

  • Provide strong feedback for hit confirmation (metal vs flesh)

  • Support combo flow and timing through audio variation

  • Reinforce player actions such as dodge, parry, and special abilities

Audio Design

Attack System

  • Light Attack (Miss)

  • Heavy Attack (Miss)

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  • Light Attack (Hit)

  • Heavy Attack (Hit)

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Designed 4 light attack variations and 2 heavy attack variations

Each attack includes:

  • Swing (miss)

  • Hit (impact)

Built layered attack sounds using:

  • Swing layer (motion / whoosh)

  • Metal scrape layer (weapon texture)

Hit feedback designed in separate impact layers:

  • Hit Metal → armored / hard surfaces

  • Hit Flesh → enemies / soft targets

Ultimate (UT) Attack

  • Designed a multi-hit special attack system

  • Includes 6 distinct attack variations to avoid repetition

  • Emphasizes power and progression through layered intensity

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Dodge & Parry

Dodge:

  • 2 variations (normal / perfect dodge)

Parry:

  • Pre-action cue

  • Success feedback (metal impact)

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Enemy Audio

  • Melee attack (pre + hit)

  • Shot 

  • Heal

  • Death

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