Sokogram is a puzzle game that combines Sokoban and Nonogram mechanics. I created the soundtrack for the game, playtested it and put efforts into marketing.
For this game, I first composed a track for the trailer of the game, which was first planned to also play in the menu of the game. It had a chipper vibe and consisted of electronic instruments only, complementing the pixel art and the robot-like player character. For the actual game I then had to create a much calmer soundtrack, as the cheerful trailer track would have been distracting for the more complex puzzles. After trying out many different electronic instruments, melodies and vibes, I returned to the leitmotif from the trailer track to forge a bridge. Slowing down the tempo a lot and using smooth, slowly fading instruments instead of harsh chiptune sounds, I created a base version of the game’s soundtrack. Then I added multiple layers to make the soundtrack adaptive. In Sokoban players have to place ground tiles and water tiles to create paths into the goal(s). The more water tiles someone places, the more water layers will fade into the soundtracks. Those consisted of short playful tunes in synch with the main melody, sounding like raindrops. Opposed to the high-pitched and staccato water layers, the ground layers consisted of stretched, low-pitched notes and were less playful to sound more grounded.