Crabbin' Fever

A musical toy... with crabs! Raw gameplay capture:
Jam year: 
Scale With A Song
MS Windows
Tools and Technologies: 
Unity (any product)
Technology Notes: 
Built using Unity's Machine Learning Agents, and a heavily modified version of the Puppo Fetch demo project.
Installation Instructions: 


Press the number keys 2, 3 and 4 at the top of your keyboard (not the numpad) to activate the second, third and fourth crabs.

Click and drag crabs to move them around, and see how the sounds of their footsteps changes when they move towards the different corners of the island.


Made by Gabriel Ibias and Hadyn Lander


A note from Hadyn:

This year I wanted to experiment with entirely physics-driven locomotion. We originally picked hermit crabs because we liked the idea of the home being part of the character - the poetic notion that home is something you carry with you - and it opened up the possibility of the home becoming a very tangible gameplay object. 

We had a ton of ideas for possible gameplay right from the start; from a rogue-lite where players take the reins of a constantly growing crab which needs to continually find and move into larger shells (Crabamari Damacy?), to an offbeat arcade game about cleaning your aquarium between frequent rent inspections by your owner. I didn't want to lock in any particular idea until we saw how the crab movement would work however, and it wasn't until very late on Saturday that we reached that point.

When we finally saw them wobbling about the place, we realised that there was something inherently charming about simply leaving them to their own devices. Gabriel had been keen to contribute music and sound design to the project, and I saw this as a great opportunity to do something fun with dynamic audio; thus the final concept of a musical playground was born.

Conveniently, Gabriel and I are both musicians. Our homes really are places for chilling out and experimenting with music, so the end product ended up a pretty good match for the theme even though the focus shifted away from the original idea of shells as a metaphor for homes.

I'm very happy with how this one turned out.

Game Stills: