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A jam submission

The Claws of VictoryView game page

Take back what is yours, in this 3D physics based arcade game about a sentient claw machine game!
Submitted by ComfyMitten Samuel (@comfymitten), ComfyMittenCole — 2 minutes, 7 seconds before the deadline
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The Claws of Victory's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay/Design#44.4004.400
Overall#173.8003.800
Fun#203.8003.800
Graphics#323.8003.800
Audio#483.2003.200

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

Submitted(+1)

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

Developer

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.

Submitted(+1)

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

Developer

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!

Submitted(+1)

Hi!

Let me share my thought about your game!

  • The font doesn’t read well.
  • The text animations are great.
  • When a price falls into the floor is impossible to recover.
  • The overall style is nice

Congratulations! Keep working.

Developer(+1)

Thank you very much for the feedback! To address your points:

  • I agree that the font readability is not that great, it was something I really noticed when I put together the main thumbnail imagery for the itch page. At that point it was a bit too late to change it though, since we were right up against the 48 hour deadline. But if we get around to updating the game, I will definitely look into finding a better font that still gives the arcadey feel we were aiming for!
  • I'm glad you like the text animations! Godot (the game engine we use) has some really nice built-in tools that helped a lot to make that work.
  • There is actually a button in the game menu as well as a shortcut (f2/joypad left bumper) that resets the prize positions in case one falls on the floor or is otherwise unreachable. We should probably make this a bit clearer though! You're not the first person to miss it. I just don't know what the best way to present that option would be...
  • Thanks for the compliment on the style, I really like it as well! We had some experience working with more detailed, high-res texturing, but given the 48hr time limit and the game's theme we decided it would be best to keep it simple, and that worked out for the best!
Submitted(+1)

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 ^^

Developer

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.

Submitted(+1)

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:

  • Let me see the toys dropping in and filling up the machine!
  • I would prefer to control the crane on the way back (I know that's not how they normally work but I mean they also don't normally extend outside of the case). If a toy falls out while it is moving back I have to wait for the animation to finish to try again.
  • Perhaps you could determine how far down the claw needs to go by raycasting from the base before it extends, so that it doesn't have extra slack in the rope (although that might have been intentional, not sure).
  • I really wish I didn't have to click a button to reset the items that got knocked out of position, although tbh I'm not sure what a better solution would be.
Developer

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:

  • We had a button that would reset the position of the claw in case it bugged out, but that function itself was bugged, so I temporarily removed it. But rest assured that it will definitely come back if we get around to doing another update! I also want to look into reworking the claw wire segments' physics properties so that button would hopefully never be needed in the first place.
  • Originally we did plan on having the prizes drop down and fill up the machine! We just didn't have the time to implement it that way, but I think that could be a neat update. We were also going to have grabbable people in the arcade that would shrink down when you drop them in the machine; who knows, we might still do that at some point! I was even considering making a minigame where you could play the claw machine again, with the toys that you stole inside of it, but I have no idea how that would fit into the gameplay loop in a meaningful way.
  • I was also originally planning to give you the ability to cancel out of the default motion after you've grabbed a toy, and cancel the motion if the toy is dropped partway through, but the jam's time limitation halted that effort. I haven't decided yet whether it would be better to give the player the option to permanently toggle the automatic retrieval motion, or just let them cancel out if it each time manually...
  • I think it is fun to have some extra slack in the rope sometimes, but I agree that it can sometimes extend way too far. The potential solution I already had in mind was to implement a height check on the claw itself, where it would stop extending if it had not moved significantly downward within a small time threshold. But this would only apply if a prize is not detected under the claw, because we already have a raycast condition in place to make the claw stop it a prize is found right under it.
  • We actually do have some shortcuts to reset the prize positions, f2 on keyboard or left bumper on the gamepad - I should probably update the controls list with this information! If we do a bigger update to the game at some point, I would hope to get it to the point where the claw could extend all the way to the floor, making it less necessary to reset the positions at all. I still think an in-game button would be necessary for some cases, but I don't know whether it would only exist in the menu, or be always visible in the corner of the screen somewhere.