Close Menu
  • Login
  • Support Us
  • Newsletter
  • News
  • Features
  • Interviews
  • Reviews
    • Video Games
      • Previews
      • PC
      • PS5
      • Xbox Series X/S
      • Nintendo Switch
      • Xbox One
      • PS4
      • Tabletop
    • Film
    • TV
    • Anime
    • Comics
      • BOOM! Studios
      • Dark Horse Comics
      • DC Comics
      • IDW Publishing
      • Image Comics
      • Indie Comics
      • Marvel Comics
      • Oni-Lion Forge
      • Valiant Comics
      • Vault Comics
  • Podcast
  • More
    • Event Coverage
    • BWT Recommends
    • RSS Feeds
Facebook X (Twitter) Instagram
Support Us
But Why Tho?
RSS Facebook X (Twitter) YouTube
Trending:
  • Features
    EA Sports Madden NFL 26 Head Coach But Why Tho 5

    Dear EA Sports, Why Can’t I Make A Hot Coach?

    08/14/2025
    Blade in Marvel Rivals Season 3.5

    Blade Can Shut Down The Other Team In Marvel Rivals Season 3.5 If You Know How

    08/08/2025
    John Cena and Cody Rhodes during Summerslam 2025

    The SummerSlam 2025 Main Event Was A Fever Dream We All Needed

    08/08/2025
    Street Fighter 6 Sagat

    Sagat Brings Depth And Approachability To ‘Street Fighter 6’

    08/07/2025
    Battlefield 6 Classes - Support trailer image

    Battlefield 6 Really Wants You To Play Support (But Knows You Won’t)

    07/31/2025
  • Indie Games
  • K-Dramas
  • Netflix
  • Apple TV+
But Why Tho?
Home » Interviews » INTERVIEW: Crafting ‘Melatonin’ With Developer David Huynh

INTERVIEW: Crafting ‘Melatonin’ With Developer David Huynh

Kate SánchezBy Kate Sánchez08/07/20248 Mins ReadUpdated:08/07/2024
Melatonin - But Why Tho (1)
Share
Facebook Twitter Pinterest Reddit WhatsApp Email

Released in 2022 by developer Half Asleep, Melatonin is a rhythm game about what happens when dreams and reality merge together. The definition of aesthetic, the lavender-hued color palette, and art reminiscent of series like Adventure Time and Melatonin are visually striking. But more importantly, it uses those beautiful and chill hand-drawn animations with sound cues to keep you on the beat. Without an overlay or extensive UI, the game is designed to immerse you in the dream, the soundscape, and the animations.

To commemorate the game, iam8bit has partnered with indie game studio Half Asleep to create Melatonin’s vinyl soundtrack. With the lavender vinyl, Cade Phillips’ original soundtrack (featuring additional songs by Yotam Perel, Mothense, and Filippo Vicarelli) comes to life. The vinyl also features are from Elvin Budiman that captures the spirit of the game.

Get BWT in your inbox!

Subscribe to our weekly newsletter and get the latest and greated in entertainment coverage.
Click Here

Get BWT in your inbox!

Subscribe to our weekly newsletter and get the latest and greated in entertainment coverage.
Click Here

We spoke with developer David Huynh about developing Melatonin, matching mechanics to the score, and the impact of having his indie game made into a vinyl.

This interview has been edited for length and clarity. 


BUT WHY THO: What inspired melatonin? I got the chance to play it right before its release at PAX West that year, and it was unique and immersive. I’ve always wondered what prompted its creation.

DAVID HUYNH: I’ve always been a big fan of rhythm games, and there’s a pretty clear inspiration for this one—the Rhythm Heaven games by Nintendo. I feel like for for a Nintendo franchise, it’s one of the more obscure ones. Not a lot of people have experienced that type of game before, and I’ve always been a huge fan, so it was a pretty big inspiration in terms of gameplay.

Obviously, I didn’t want to just make an invitation one-to-one, so I put in some other inspirations I had from some shows I was watching at the time, some anime series and stuff—like Mob Psycho 100, when I was watching it at the time, there’s a movie called Paprika and even Adventure Time was an inspiration for how some of the art looks. But I [also wanted to make] the gameplay a little more accessible. It’s still a really hard game, but I feel like Rhythm Heaven is even harder. I added little modern gameplay elements, like having little stars to unlock other chapters…

BUT WHY THO: When we consider the sound of the game, each level has a unique soundscape, but there’s an overarching theme. I wanted to ask how you construct the score and keep it in line with the mechanics and the immersion of players.

DAVID HUYNH: I originally had the idea to make each chapter of the game have its own style and sound. The way that resulted in the final game is the first chapter is kind of a mid-tempo, just a kind of relaxed set of songs. And then the second chapter was meant to be a little more fast-paced and kind of fit with the theme of that chapter as well. The third one is a bit more laid back and meditative and just chill. Then the last few chapters just kind of mash everything together.

Overall, the sound was meant to be kind of playful and easy to follow along with because it’s a rhythm game. Overall, when I was working with the different artists, I gave them technical requirements, like I just wanted this tempo and this length, but I didn’t give that much in terms of artistic direction. We kind of just played it by ear and tried some different things out—or we just exchanged songs and just came out with it and iterated over and over. Luckily, we found a sound that people liked.

BUT WHY THO: So did the score come first and then the mechanics, the mechanics come first? Or was it kind of just made in tandem, then all the mechanics came first?

DAVID HUYNH: I made all the levels with the kind of placeholder songs and songs I found off YouTube and tried to get it to feel right first—trying to get the gameplay going and make sure things had the right speed. Then that’s when I would either find other [licensed songs] or have an artist compose a song for the specific level.  Every level kind of has a different approach to it. I think about four different people who made songs for it. There wasn’t one specific process.

Are You Sure But Why Tho 1

BUT WHY THO: How does it feel to have a vinyl coming out now for the game? It seems pretty exciting.

DAVID HUYNH: It’s awesome. It’s felt like a dream come true. I’ve always had a dream of being a musician instead of a person in tech and developer and stuff. Still, I don’t really have the skills to make music on my own, so this feels like the next best thing. It does feel like it’s coming from me, but obviously, all the songs came from other people, but it all fits within something [that we made and that] makes me feel like I contributed to it in a way. So yeah, it feels amazing. I’m really happy I got to do this.

BUT WHY THO: What did making melatonin teach you about yourself as a developer and as a creator?

DAVID HUYNH: Well, it was the first game that I ever made seriously. I took it seriously, and I had to kind of learn just everything from scratch because I wasn’t in game development before this. I was more graphic design and UX design—other forms of design. I pretty much had to understand how much time and effort it takes to make a game even feel harder than any other thing I’ve ever worked on.

I just respect game development so much now and I understand how many sacrifices you had to put into to get a game finished…I just have to put on so many different hats and meet people. I had to learn about how much collaboration it takes, too. So I tried to do just everything about myself at first, and then I had to get some help for publishing stuff and music and some animation work—I couldn’t do it on my own. So, yeah, just learning what the whole process.

BUT WHY THO: Was there anything about the creation of the vinyl and the design of it that you knew had to be there? What was that kind of design and collaboration process like for creating the vinyl?

DAVID HUYNH: I knew the artist that I wanted to work with on it, which is, she goes by snow lattes on Instagram (Elvin Budiman). It’s her alias. She did the art for the game. So if you see, like the steam capsules or just the main title artwork, she did that for me pretty early on. I wanted to give her a chance to also do something kind of similar for for the record. I gave her general direction like that I wanted to have it show off the the Night and Day theme that’s in the game… It’ll be fun for people when they get to see the outside in the dark, cool, dark night and open it up and have very bright, bright, colorful inside the daytime.

BUT WHY THO: My last question is really thinking about what you hope people who played Melatonin took away from it. What do you hope people take away once they put that vinyl on and give it a listen? What do you hope they feel? 

DAVID HUYNH: Some people say the game is a little too short, but that’s kind of the intention. I did want something very short and sweet that people can experience. You can even play [Melatonin] in one session, pretty much. I want people to see the intentionality behind how each chapter flows together, like an album, because that was the thought process… The last song in the game, I wanted people to just come away with it feeling like they really had not only a complete sense of story, but the sense of the finality behind the sequencing of everything and different themes and musical styles. For the [vinyl], it’s a similar thing. We did add four bonus tracks to it, so I wanted people to be able to be surprised a little bit by each of the bonus songs on each side of the record.


Melatonin is available to play now on PlayStation 5, PC, and Xbox with the vinyl for sale on iam8bit.

Share. Facebook Twitter Pinterest LinkedIn WhatsApp Reddit Email
Previous ArticleREVIEW: ‘Uncanny X-Men’ Issue #1 (2024)
Next Article REVIEW: ‘The Influencer’ Struggles From The Jump
Kate Sánchez
  • Website
  • X (Twitter)
  • Instagram

Kate Sánchez is the Founder and Editor-in-Chief of But Why Tho? A Geek Community. There, she coordinates film, television, anime, and manga coverage. Kate is also a freelance journalist writing features on video games, anime, and film. Her focus as a critic is championing animation and international films and television series for inclusion in awards cycles. Find her on Bluesky @ohmymithrandir.bsky.social

Related Posts

Sword of the Sea promotional key art from giant Squid

Giant Squid’s Creative Director Talks Leaving The World A Little Better With ‘Sword Of The Sea’

08/18/2025
Nuestra Magia Secret Lair Art

EXCLUSIVE: How The ‘Nuestra Magia’ Secret Lair Found Its Identity And Raised Over $1M

08/15/2025
Dungeon Crawler Carl interview with Matt Dinniman and Jeff Hays

Building The ‘Dungeon Crawler Carl’ Universe With Matt Dinniman And Jeff Hays

08/06/2025
Key art featuring The Fantastic Four in Marvel Contest of Champions

INTERVIEW: ‘Marvel Contest of Champions’ Is Geared For Fans New and Old

08/06/2025
Invincible VS key art for our interview with RObert Kirkman

Robert Kirkman On ‘Invincible VS’ And The Future of Fighting Games

08/05/2025
Danny Koo talks Marvel Rivals at SDCC

Marvel Rivals Executive Producer Talks Season 3’s Meta Shift And More

08/04/2025

Get BWT in your inbox!

Subscribe to our weekly newsletter and get the latest and greated in entertainment coverage.
Click Here
TRENDING POSTS
Still from Shin Godzilla
8.5
Film

REVIEW: ‘Shin Godzilla’ Is More Relevant Than Ever

By Sarah Musnicky08/16/2025Updated:08/17/2025

It is understandable how Shin Godzilla succeeded at the box office nearly a decade ago. The strength of its story still stands today.

Botanical Bliss Update Palia But Why Tho 5 News

Palia’s New Botanical Bliss Update Brings New Flora, Decorations, And Quest Mechanic

By Matt Donahue08/18/2025Updated:08/18/2025

The Botanical Bliss update adds new event, more plushes, and a host of quality-of-life improvements and more to celebrate 2 years of Palia.

BOOTS Netflix First Look promotional images News

First Look at Coming-of-Age Story BOOTS, Coming to Netflix This October

By But Why Tho?08/17/2025

Netflix is reporting for duty this fall with the new eight-episode series BOOTS, a comedic drama starring Miles Heizer and Vera Farmiga

Nuestra Magia Secret Lair Art Interviews

EXCLUSIVE: How The ‘Nuestra Magia’ Secret Lair Found Its Identity And Raised Over $1M

By Kate Sánchez08/15/2025Updated:08/15/2025

We spoke with Ovidio Cartagena about Magic: The Gathering’s Nuestra Magia Secret Lair drop, its impact, and the real treasure within.

But Why Tho?
Facebook X (Twitter) Instagram Pinterest RSS YouTube Twitch
  • CONTACT US
  • ABOUT US
  • PRIVACY POLICY
  • SUBSCRIBE TO OUR NEWSLETTER
  • Review Score Guide
Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small contribution.
Written Content is Copyright © 2025 But Why Tho? A Geek Community

Type above and press Enter to search. Press Esc to cancel.

But Why Tho Logo

Support Us!

We're able to keep making content thanks to readers like YOU!
Support independent media today with
Click Here