This was a cool interpretation of the theme. I like the variety of toy shapes to work with although I found it very hard to reliably move around or get picked up (I think this might be deliberate to go with the theme?).
Play game
GOD KLAW's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of console | #3 | 3.715 | 3.923 |
| Overall | #4 | 3.399 | 3.590 |
| Creativity | #4 | 3.860 | 4.077 |
| Fun | #11 | 2.622 | 2.769 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Pre-made assets (Optional)
We used some existing community modules like the box2d physics and AnimatedSprite.
Source code (Optional)
https://github.com/JulienKaspar/ProjectMoose
Explanation (Optional)
IMPORTANT: The submitted build only runs on the Playdate and Linux. Playing on the SImulator via Windows and Mac will sadly not run.
A claw machine game from the perspective of the trapped toys, that try to ascend by way of claw :)
Comments
I like how this is played from the perspective of the toys, and the graphics feels very polished overall. There are some weird lag at times and escaping the machine seem require a fair bit of luck depending on how the toys are stacked. It was good fun.
Wow, this one is slick! Love the art and sound design. I cannot resist all the cute toy references.
As others have been saying, it is tough. I managed to escape on my first go by riding on top of the claw, but seemed to run into the “gravity reset” bug described in other comments here, where I could barely move the highlighted toy.
Other than the difficulty and control tweaks mentioned already, I can’t think of anything I’d change. This is great!
It looks great! Can't say I really understand what the controls do though. Cranking combined with pressing A seems to jump in a given direction, but tilting the device doesn't appear to do anything?
I wonder if you're meant to actually be able to make it out? Even landing the head precisely within the claw's grips it still falls out eventually, and other body parts don't fare much better. Maybe I'm just bad at the game
There's also an issue with starting the game which can cause the physics to go haywire, tossing both my toy and the crane off-screen lol
Thanks!
The tilting is actually shifting the gravity to the side, but you're right that the effect of that seems too weak.
The claw also needs to become less "slippery" even though it seems to match the experience with a real claw machine right now. Oops :D
The physics also have a problem when you restart. The best way to restart the game is to first go to the main menu.
Crank is to rotate the toy, A is jump, tilt tilts the vending machine/gravity.
> I wonder if you're meant to actually be able to make it out?
That's the real claw experience :D Sometimes I could manage sometimes I just don't. But we do plan to tweak the parameters a bit so that it grabs better.
> There's also an issue with starting the game which can cause the physics to go haywire
This will be fixed in v0.0.4
Played on simulator... this one really makes me miss my device!! I bet it feels amazing to play.
Pretty tough game, honestly, similar to real klaw machines :D But well-done, it's pretty, looks good, and the controls work great! A top game for sure, congratulations to your team!
I'm getting in v0.0.3
Update error: claw.lua:25: attempt to index a nil value (global 'playbox') stack traceback: claw.lua:25: in main chunk stack traceback: [C]: in function 'import' world.lua:5: in main chunk stack traceback: [C]: in function 'import' gameplay.lua:21: in main chunk stack traceback: [C]: in function 'import' main.lua:10: in main chunk


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