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The Claws of Victory's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay/Design | #4 | 4.400 | 4.400 |
Overall | #17 | 3.800 | 3.800 |
Fun | #20 | 3.800 | 3.800 |
Graphics | #32 | 3.800 | 3.800 |
Audio | #48 | 3.200 | 3.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
The general game concept, potential future feature additions or thoughts on any gameplay changes that could be implemented in a future update to make the game more fun, and more interesting.
What did you update?
Mostly bugfixes, but we also added a few new minor prizes to win in the game.
Name of updated upload (if downloadable)
Snatching Defeat from the Claws of Victory - Version 0.1.1
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Comments
Super fun game, but on some of the arcade machines you can't see the laser. Also one of the cubes fell between the machines so I can't get it
Thanks for playing! The laser issue is a problem that only exists in the web export version of the game, so I'll have to do some research to figure out what lighting changes to make for it to work right. Also, there is a button in the menu to reset the item positions so you can try again; there is also a shortcut mapped to f2 or gamepad left bumper to do that instantly. We're considering future changes that would make this feature more obvious and less necessary, because we'd prefer if nothing ever got permanently stuck.
Awwww - that's a really nice game! Right from the beginning the fantastic 8-bit music was catching me. And when I saw what you have created, I instantly put it into my colleciton of games I want to show my nephew. He loves playing Jam games - and yours he will like for sure! So there will be two ratings coming. One from me, and one when I played with him (maybe in a week or so).
The general concept is nice - I wasn't joining the GMTK, and when I saw the theme, I knew "I would have NO idea what to do with it". Seing you and others making so much out of it makes me really happy (and also little jealous tbh, because I have so hard times with creating such fresh ideas...)
You made a lot of things right already. The laser pointer is a huge help, if it wouldn't have been there, I would have asked for "something" like this, but you already found the perfect visual feedback.
I discovered the reset button hint in one of the comments below, I also didn't get it while playing, so introducing it in-game would be nice. Some voice-feedback might also be a good improvement - funny statements from teh automaton. Good thing is: It doesn't have to be a natural voice, so an text-to-speach generated voice would sound just right for this. I am thinking of "Will You Snail" - maybe the face of the automaton can be visible for this at all times somewhere on screen - making angry face + statement ("Darn, this was so close!" / "Oh no, it fell!") when nothing is catched, and having a happy "revenge" face when something is on the hook ("Harhar! It is mine again!" "Nice teddy bear! Bring it back to me!"). https://www.youtube.com/watch?v=68hxBSTILkY
Thanks for trying it out, and for your thoughts!
My friend & brother helped me on this project during the jam, so thanks to them we were able to bounce ideas around and settle on the claw machine concept a couple hours after the jam started; without them, I might have been very lost with the theme as well. But one of the great things about the GMTK Jams's themes is that there is always room for interpretation, so there ends up being a lot of cool variety with the submissions. That's partly why we were so excited for this to be our first jam collab! We knew that there would have to be some opportunity to put a fun twist on more traditional game paradigms, regardless of the theme.
I'm glad you like the laser feature - I hope we can improve it a bit in a future update (especially to work more consistently on the web export version), but I'm happy enough with it as-is. This was actually partially inspired by the classic UFO catcher Mario Party minigame.
We'll definitely try to make the reset functionality more obvious if we do another update! But the main goal would be to make it so the claw can extend all the way to the floor consistently, so players wouldn't need to reset as often, if ever.
We were actually planning on having a lot of voicelines! My brother recorded a fair few during the jam period (both for the machine itself, and npcs), but during the 48 hours I sadly wasn't able to add them in due to the time crunch. After the jam ended and I was able to listen through them more carefully, I realized that there were a few things we could adjust to make them work much better in the game, so I decided not to add them just yet in our minor bugfix update. He's a busy guy, but I'm hoping to make some time to record updated lines and use them in a future update! He can bring a lot of character to the machine, and with the right bitcrush filters it should sound very fitting. This is a sample of one of the lines he recorded that might not need to be adjusted at all.
And I love the idea of having some basic face animations when certain events happen, I'll definitely keep that in mind!
Hi!
Let me share my thought about your game!
Congratulations! Keep working.
Thank you very much for the feedback! To address your points:
The idea of this game is great! The story was explained in a simple way and thus easy to follow. I loved the music the most, those are some really good soundtracks! I'm also impressed by the physics you implemented, they felt really natural. Playing the game is equally frustrating as the real life claw machines, which encouraged me even more to "win" the prices ^^
Thank you very much! I agree that the music is great, we didn't actually make it ourselves though. Most of it was sourced from an 8-Bit Adventure Music Pack by Steven Melin, with the main game track being "Mysterious Cave". I would love to add some custom-made music at some point if we ever expand the game further!
After we posted the game and I gave myself some time to actually play it, I found myself enjoying the claw-based gameplay much more than I expected to. To me, there is something therapeutic about the simple gameplay loop where you really only control the claw's starting point, and leave the rest of it up to the wacky physics engine/logic. I'm sure it frustrates a lot of other people though, you are not alone! If we get around to doing another update, we'll probably make it possible to cancel the automatic retrieval motion and give the player more direct control options as a way to mitigate that. We would also focus more on the claw physics, and try to make it less buggy and a bit more consistent overall.
I love the physics-based claw machine. I don't think I've ever seen that done before in a game! This was a really cool concept and I'm impressed you got it to work! I did get one bug where the physics of the claw went completely crazy and made it unusable for a minute or so, but it eventually fixed itself. I do have a few suggestions:
Thanks for the feedback! We too were very happy we got it working in the 48 hours timeframe, I just wish we could have submitted it in time. In response to your points: