
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
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Designed player combat audio, including:
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Light / heavy attacks
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Dodge and parry
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Ultimate (UT) attacks
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Created enemy audio systems:
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Melee and ranged attacks
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Heal and death feedback
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Designed additional gameplay audio:
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Footsteps
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Upgrade / room clear feedback
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The primary goal was to enhance combat readability and responsiveness.
Key focus areas:
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Ensure clear distinction between light vs heavy attacks
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Provide strong feedback for hit confirmation (metal vs flesh)
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Support combo flow and timing through audio variation
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Reinforce player actions such as dodge, parry, and special abilities
Audio Design
Attack System
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Light Attack (Miss)
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Heavy Attack (Miss)
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Light Attack (Hit)
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Heavy Attack (Hit)

Designed 4 light attack variations and 2 heavy attack variations
Each attack includes:
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Swing (miss)
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Hit (impact)
Built layered attack sounds using:
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Swing layer (motion / whoosh)
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Metal scrape layer (weapon texture)
Hit feedback designed in separate impact layers:
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Hit Metal → armored / hard surfaces
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Hit Flesh → enemies / soft targets
Ultimate (UT) Attack
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Designed a multi-hit special attack system
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Includes 6 distinct attack variations to avoid repetition
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Emphasizes power and progression through layered intensity

Dodge & Parry
Dodge:
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2 variations (normal / perfect dodge)
Parry:
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Pre-action cue
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Success feedback (metal impact)


Enemy Audio
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Melee attack (pre + hit)
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Shot
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Heal
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Death
