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Isle of dogs :
on Spots's tracks

2025
Point & Click
Roguelike
Unity
PC
2 weeks
In this game, you play as Atari Kobayashi, a child who arrives on the infamous "Dog Island" to rescue his beloved dog, Spots.
Atari and his new dog friends he met upon his arrival will go on an adventure through the island to find the lost dog.
Manage your team and ressources in order to reach the end of the island and survive all the unknown situations you will encounter in this journey.
Context
Isle Of Dogs: On Spot's Tracks is a narrative roguelike game based on one of Wes Anderson's film : Isle Of Dogs and greatly inspired by the game Oregon Trail.
I made this game solo for a 2 weeks game jam. I wanted to know how far I could get by myself and put my coding skills and problem solving skills to the test.
I spent the first day comming up with the game mecanics and systems, 7 days programming, 3 days on the game art part, 2 days for the sound design and musics, and the final day on the itch.io page.


Screenshot of the game Oregon Trail
Poster of the film Isle Of Dogs
Details
Design
For the design part, I first listed all the features of Oregon Trail's genre of games (like hunger, items, team health, etc...) And then prioritized them depending on the time I thought they would take.
The most important feature is events. I made a list of ideas and implemented the 10 easiest first. I later added a few more as ideas came through my head.
Then, the second most important part is ressources. The majority of the gameplay (like events and shops) circle around ressources management.
Finally, the third most important one are stops. I made a list of all the known POIs (Point Of Intrests) on the island and turned them into stops. When the player reaches one, he can trade items and check his progression on the map. I had a few other ideas like quests or upgrades but I didn't had the time to make it.


Programming
For the progamming part, I picked the Oregon Trail genre of games because the code isn't very complex and I only gave myself 1 week to code all the systems and gameplay.
Most of the game is made in the UI. All intérecations and most assets are placed on the Unity canvas and react to the UI buttons.
The biggest part was coding all the random events. I programmed every single event separetely and then grouped them in a list.
Art
For the game's aesthetic, I wanted to give it a retro pixel art touch. It would have been way too long to draw everything by hand so I drew only the UI elements and had to be a little creative for the rest.
All the backgrounds (except the map) are montages of screenshots from the film that I compressed into a pixelated image. Then I edited them to polish the result.
For the events and shops UI, I didn't had much time to deal with scenes so every UI, beackgrounds, ect... are on the same scene and juggled with them using layers and groups.
Aditionnaly, I wanted a cool parallax between each event, so I cropped some generic yet recognisable environment (like electric lines, clouds, grabage piles, etc...) and made them repeat. Then, I made the backgrounds move at different paces through the code and gave a small walking animation for the characters.


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