My game is called “Dogwalker 2022,” and centers around the player taking control of the walker for a problematic dog. It is a top-down “endless runner” type game with randomly generating obstacles (people, other dogs, cars), where you must walk your dog until you are forced into contact with someone, which results in a game over. You can cross the street to avoid people, but you must avoid cars, and the game gets faster and faster as you move on. The objective of the game, as with most endless runners, is to last as long as possible.

It would be really cool to have a dog leash be my controller, but I have no idea how to make that work. There are basically two buttons required to play this game: “left” and “right.” So I might find an old broken dog leash somewhere – or maybe purchase one online – and then use play-dough buttons to make the controller work. Like so:

I don’t know what the palette for this will be, but the basic style I’m imagining for this is similar to “Paperboy.” I’ve never actually played “Paperboy,” but I imagine my own game will look similar, albeit from a more top-down perspective and with less emphasis on the houses. So the palette would be similar as well: verdant greens on either side with a grey asphalt middle, split with a yellow streak.




I’m not including any map here, since it’s a randomly generating level. The top-down perspective you see at the top is basically what you get.
This game design looks really fun, I have never played paperboy but always hear about in popular culture so it was cool to see those references. What level of action will this game have, how often will you have to navigate around what is happening?