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Home/r/IndieDev/2025-07-10/#dog-companion-game-mechanics-indiedev
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I added a dog to my game to sniff out buried treasures. Anything else I should make sure he can do?

r/IndieDev
7/10/2025

Content Summary

A game developer added a dog companion mechanic inspired by Fable II to their exploration game Snap Quest, where the dog helps find buried treasures. The post seeks community input for additional functionalities. Suggestions include petting/feeding mechanics, NPC interactions, combat assistance, customization options, fetch mechanics, and humorous elements like sneezing. The developer is considering animations and scope management based on Fable II's development experience.

Opinion Analysis

Mainstream opinions focus on enhancing interactivity through petting/feeding mechanics and customization. There's strong consensus on adding NPC interaction via sniffing behavior. Some debate exists around scope management, referencing Fable II's high development costs for similar features. Humorous elements (poop/sneezing) received mixed reactions - seen as fun but potentially distracting. Customization options are universally endorsed as valuable for player attachment.

SAAS TOOLS

SaaSURLCategoryFeatures/Notes
Snap Questhttps://store.steampowered.com/app/2327110Game DevelopmentDog companion mechanic for treasure hunting, photo exploration in biomes
Cozy Holeshttps://store.steampowered.com/app/3616250Game DevelopmentDog helper for digging mechanics

USER NEEDS

Pain Points:

  • Need for more interactive and engaging dog companion features
  • Lack of customization options for pets
  • Limited NPC interaction mechanics involving pets

Problems to Solve:

  • Enhancing pet interaction beyond basic treasure hunting
  • Creating deeper NPC-pet dynamics
  • Adding customization to increase player attachment

Potential Solutions:

  • Implement petting/feeding mechanics (no items required)
  • Add sniffing behavior towards NPCs/hidden paths
  • Customizable appearance (fur, collar, name)
  • Combat assistance (barking at enemies)
  • Creature interaction (pointing at animals)
  • Fetch mechanics and humor elements (sneezing, backflips)

GROWTH FACTORS

Effective Strategies:

  • Leveraging nostalgic mechanics from popular games (Fable II)
  • Implementing community-suggested features for better engagement

Marketing & Acquisition:

  • Showcasing visual style and animations to attract players
  • Cross-promotion with similar games (Cozy Holes)

Monetization & Product:

  • Potential for cosmetic microtransactions (pet customization)
  • Balancing feature scope vs development cost (Fable II dog development cost reference)

User Engagement:

  • Encouraging player creativity through customization
  • Adding humor elements (poop mechanics, sneezing) for shareability
  • Building community through Reddit interactions and feedback loops