@Cain_Abel thanks for the awesome update. I really like it. Could I perhaps suggest a god mode? Nothing fancy of course, just a coin boost option in the stat screen at the cost of disabling achievements?
It sure could. I mean, back in the days of the Tamagotchi, we were able to give our virtual pets infinite food and treats anyway, so this would be simply A full blown Tamagotchi mode, or that’s at least how I see it.
Increased chance of finding secret walking location.
Decreased exp requirement for Obedience.
Expanded the RPG Arcade game.
First version of the Scavenger Hunt Trial is available.
If you have more ideas for the random events or anything else, please feel free! Don’t be afraid to accidentally repeat existing events, I don’t want to scare any ideas away.
Updated the link, this version includes a bunch of unfinished content, but I’ll announce it properly when it’s fully functioning. Here are the smaller changes for now.
Update!
Removed overfed warnings when you have needs turned off. (Hopefully all of them!)
Reworded Send to work to Go to work with.
Renamed Chew Bone to Rubber Bone.
Added your total dog coins and work experience to the work menu.
I frequently playtest the game to expand sections and improve features, aiming for a balance of variety and depth. Replaying helps me identify what feels boring, like the work options. Hopefully the random work events and new jobs, helps with this aspect.
One area I’m currently unhappy with is the lack of toys. I’m planning to add plushies/soft toys from the arcade that can be displayed in your den.
While existing toys serve practical purposes, improving play effectiveness and unlocking disc training/competitions, they make the shop feel lackluster. For me, a big part of owning a dog is the excitement of buying new toys, so this is definitely a weak spot I want to address.