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A jam submission

DomesticatedView game page

Don't Work Late
Submitted by Fragcula — 1 hour, 44 minutes before the deadline
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Domesticated's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#292.9393.286
Visuals#393.1303.500
Creativity / Innovation#502.5562.857
Overall (Fun and Playability)#562.1722.429

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was the theme(s) implemented?
You can work hard or work smart, collect the right tools to defeat enemies in the game (Elemental Rock paper scissors with oil, bleach and solvent).. You quite literally are expected to clean up a "hero's" mess, but who really is a hero in the real world? Dragons? You betchya!

Where did the assets come from?

Home-brew audio

Most Audio was created by the team during the jam

External graphics

Some graphics assets were downloaded or made prior to the jam

External audio

Some audio assets were downloaded or made prior to the jam

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Comments

Submitted(+1)

Cool graphics and atmosphere. Like the PS1 vibes. Voiceovers are hillarious :) Game is pretty janky though, i think it's part of it's charm. Movement and rotation speed is too slow. Perspective is off, the player is not standing in the center of the tile or the objects are not aligned according to player's position. You have to press x to go through a door and we always enter the room side ways for some reason. Good thing there's free look feature, otherwise picking up items would be very hard. 

Combat looks good but it's glitchy too. When you use elbow grease and select strength the enemy instantly die.  I think it was supposed to be a buff. I uses cleaning supplies against enemies but i don't know which one is weaker too which item and there's no feedback showing how much damage i dealt to the enemy so i had no idea whether they worked or not. The combat system looks pretty interesting but i think you ran out of time before fully implementing it.


Short and sweet game with a nice sense of humour. Nice work!

Developer (1 edit) (+1)

Thanks so much for playing and the kind words! A lot to work on for sure, and like you said I really struggled to convey the mechanics in an intuitive way.

Some of the jank I left in on purpose cause I liked it, and much of it is just jank from rushing through my first ever game for this jam!

The select strength/stamina thing is the level up screen! So you actually won the combat with Elbow grease, then you upped your strength for the next fight or refilled and exapnded your stamina. I know it really isn't clear from the game and I didn't have anyone to play test it so I struggled to know what a player would think unfortunately.

Submitted(+1)

Got a bit confused at what were the actions and what they were useful for. Maybe if there was something "logical" like, the shelf is broken and you have to use tools, etc...

Otherwise I found it pretty funny with the voice audio and the little background story.

I was quite suprised at how good the right-click to look around was working with the movement (usually you can only look or change view and move, here, looking actually made you move in that direction).

Maybe with some more time and refinement, something nice can be done out of it :)

Developer (1 edit) (+1)

Thank you for the kind words.

Yes loads to work on!

I need to improve that way I convey information to the player. For example the logic of the game is this: the bleach is great on blood/biohazards, the oil is useful for stuck things (like the squeeky door), acetone/solvent is good for glue and paint. Use the right combination and it is usually 1 hit or just 1 turn. The wrong combination just makes the mess worse!

Unfortunately, with a toppled shelf you just need to use some elbow grease :)


Jam HostSubmitted(+1)

TWIST! I became a dragon! I loved it. Great voice acting work!

You can watch my full playthrough here: https://youtu.be/LgE6OFDONJg

Developer

Thanks so much for playing and the feedback is really helpful!

Submitted(+1)

I'll be a dragon one day - Rank : S.

The game isn't very long but what's there is fun. The environments are detailed and look good, voice acting is cool and the strong sound effects fit what you're doing (like fighting things). I love that you put the resolution part into a battle system with a Stamina bar to manage and even the opportunity to increase your strength, it totally gives an RPG feeling to a game which could be an adventure game as its cores just using the right items. Weird/horror/surreal RPGs where you're fighting items have always been something I like and I like how combat is presented here so I enjoyed my journey through the game.

I dislike that entering a Room rotates you.

Thanks for sharing!

Developer

Thanks so much for playing it! I really did not know what I was doing when I made the movement!! And seeing the feedback and using it to review the way it worked has been massively helpful.


By the way that ending was going to be called "Chasing the Dragon" before I decided to keep it less edgy :D

Submitted(+1)

Both endings are metal ;) .

Submitted

Nice short game. The combat although was confusing and didn't know how to get solvents, etc. for use. And I'm not sure how I defeated enemies either. The models are solid though.

Developer (1 edit) (+1)

Thanks for playing! I really hope to improve my visual storytelling/directing of players so very helpful. 

I think unfortunately there is a bug with the combat especially if keys are mashed quickly it can play out quickly which is confusing (it's supposed to be turn based). And I never got around to showing enemy HP which would make it clear!

All things I will hope to incorporate! Thanks again for playing and the useful feedback.


If you like the models they are from Pupkin's Final Exam pack.

Submitted(+1)

The voiceover is awesome. The movement and traversal could be improved greatly: the hallways are too wide (my first instinct is to strafe left and right and got confused why my character wont move), turn and walk speed is too slow, and you don't have press a key to enter a room unless its blocked by a door. The visuals and atmosphere is nice like a horror game, and making cleaning up like a standard RPG combat is hilarious (Oh no, a flying trophy cabinet! Aaah!)  Good luck on your gamedev journey!

Developer(+1)

Thank you so much for playing the game and very kind words! I'll definitely be working on the movement based on this feedback.

Submitted

That one was a bit wonky. The gameplay does not feel like a traditional Dungen Crawler, more like on of those FMV multi CD games from the late 90s. Which is cool I guess, but the movement needs more work. The camera often did not really align well with the grid. Going through the doors should not neet an extra command and should conform to the grid. The homemade audio is funny and the graphic are rather nicely made. I think, that I did not really understand the battle system and hacked away with the up key. The cleaning theme is well implementend and funny, too.

Submitted(+1)

That one was a bit wonky. The gameplay does not feel like a traditional Dungen Crawler, more like on of those FMV multi CD games from the late 90s. Which is cool I guess, but the movement needs more work. The camera often did not really align well with the grid. Going through the doors should not neet an extra command and should conform to the grid. The homemade audio is funny and the graphic are rather nicely made. I think, that I did not really understand the battle system and hacked away with the up key. The cleaning theme is well implementend and funny, too.

Developer

Thank you for playing my game. Yes definitely a lot to work on! I haven't thought about those FMV games in a long while but I get what you mean!

Submitted(+1)

Oh cool another Unreal user for this Jam!  :D I noticed your movement breaks though when rotating at random times (I got really badly offset in the room on the second level you fight the girl!). I had the same issue in my project, whenever you Lerp it to rotate unreal does a weird conversion and adds a offset to the value so can't get perfect 90 degree turns sadly :/ I ended up going doing just instant rotations no lerp to avoid it (But the game I was imitating was that way anyway). Let me know if you all manage to find a fix please! 

But back to the game chat xD  I was a bit unsure of how the combat worked but the environment was neat and the voice over was do die for (In a good way haha). God work on being one of the more unique jams :)  

Developer (1 edit)

Thank you so much for playing the game and commenting! And the encouragement!


I actually had a fix before UE crashed and I couldn't recover a chunk of fixes and had to press on for the jam deadline! I guess I did movement similar to you then, I used a timeline with a sigmoid curve and lerped location and rotation. Both were snapped to a grid but I didn't do that well I think!


But I had two solutions in mind:

The one I lost and didn't readd (everywhere) rotation was locked to cardinal directions i.e. ControlRotation Yaw was Snapped to Grid(Rotator) set to 90.0. This worked but I had to know when to do it and I didn't do it everywhere! In hindsight I could have just put this in tick since when bIsMoving wasn't happening!

I dropped this idea becuase it was unpleasant to play: During timeline run a bool bIsMoving was true and this blocked input being acted on (stopped people pressing x during the turning). It made it feel laggy, in hindsight I should have set the timeline run time to 0.5 seconds and kept this lock out.

The snapping has a issue though, my map wasn't quit setup perfectly along the axis and I think that resulted in my zigzagging movement(which also used snap to grid size).

Submitted(+1)

Cool game, and really impressive for a first game! I wish my first one had been this good :). Love the voiceovers, they added a lot of charm. Some things you could improve after the jam would be the combat, and the movement. Movement felt off-grid at times, and combat usually devolved into spamming elbow grease. Fun game though, and happy that you've joined us game devs!

Developer

Thanks so much for playing and the kind words! Definitely hoping to fix the issues people have picked up after the jam :)

Submitted(+1)

Voice over was the best part of the game. The crawling and combat less so, but nice that you got some use of your new knowledge. You are well on your gamedev journey!

Developer

Thank you for playing and the helpful feedback!

Submitted(+1)

Hey, that’s an interesting entry. It’s very non-conventional in terms of dungeon crawlers and it shows.

I felt confused by the combat system, I didn’t get the idea of what is going on until I’ve beaten up the game. But it really felt like a small puzzle in the end - go there, find bleach, use it here, find oil, use it in another place, find solvent, finish the game.

I really loved the voice over, in my opinion it always adds a touch of charm.

As kunic mentioned it felt like you’re always off the grid and dungeon crawling part wasn’t the strongest, as the dungeon was around 20 positions with actions not respecting the direction you’re facing and one of the enemies being completely off-axis.

It’s a great start for a first game! Keep it up, gain experience, rinse and repeat.

Here’s my play-through:

Developer

Thank you so much for playing my game! And the playthrough video is so helpful to see the feedback! It didn't even occur to me that I'd linearized the dungeon crawling 🤦‍♂️

I've defintely a lot of space to improve!

Submitted(+1)

“What the hell have those kids done to that ceiling!?!” while ignoring the dead body right there is unintentionally very funny lol. Loved the visuals! I think the grid pacing could’ve been done better (kinda felt like every position was predetermined and placed haphazardly), but interesting take on a dungeon crawler nonetheless. I think this could be repurposed into a pretty neat PSX-style horror game.

Could you walk me through the RPS/Heroes mess/Dragon inclusion? I think the RPS but was with interface that used the arrow keys, but smacking everything just seemed to work. Were the kids the heroes? And what was with the dragon at the end just kinda being there?

Developer (1 edit) (+1)

Thanks!

Of couse, for the RPS in combat if you use the right item on the right enemy type combat becomes easier (like using solvent on the grafitti, oil on the stuck door, or bleach on the blood/body).

For the Heroes mess, I was thinking about how a traditional hero story might be some kids who defeat a dragon and become wildly rich by stealing it's gold. So on prom night some kids had gone to the school, and summoned and trapped the dragon in the room by gluing the door shut. But with solvent in hand, you can get the final door open. Mostly you're cleaning up after the mess that left.

The movement I really never managed to debug I think my map was slightly off axis and it lead to issues. I used the direction you were facing * grid size to pick a point to move to, and snapped that to a grid. Somehow that translated into zig zagging.

I don't think I managed much in the way of visual story telling!