Summary

"Fetch-a-roo" is an arcade game with a simple, game loop: throw the ball, fetch it, and score points by dashing through leaves. Each retrieval boosts a multiplier while scattered leaves add dynamic scoring for a satisfying, cozy challenge.
Genre: Cozy, Arcade
Engine: Godot
Team Size: 3
Platform: PC
Contributions
Game Design

Designed and balanced core loop (fetching, scoring, leaf dash)

Created responsive player feedback (multipliers, score cues)

Designed movement and controls for flow and responsiveness

Tuned pacing and challenge for cozy gameplay
Programming

Implemented fetch mechanics with ball tracking


Implemented day/night cycle


Built UI systems for scores and progression tracking.


Created an arcade-style scoreboard to record and celebrate high scores
Inside the Process

Designing a Cozy Game Loop
Fetch-a-roo was a game jam project, so organization was essential. I needed a core mechanic I could prototype fast and build everything else around. Throwing the ball and running after it became that foundation, but it felt too bare. I added scattered leaves as a secondary objective, which immediately gave the loop more life and encouraged players to zigzag instead of just running straight, adding agency without overcomplicating the design.
Iterating on Game Feedback
Next I focused on feedback. Early builds felt flat, so I added multipliers, score popups, and quick sound effects. Adjusting their timing and intensity turned even a short dash through leaves into something rewarding and helped shape the game’s pacing.
Designing Ball Tracking
I also added a ball tracking so the dog could locate the ball when it rolled behind leaves or under trees. Prototyping this feature helped me keep the gameplay smooth and prevented frustrating searches. It fit naturally with the character fantasy and added a small layer of exploration without breaking the simple loop.
Polishing Movement
Movement and overall pacing at first, felt sluggish, then too twitchy, so I refined acceleration, run speed, and turn responsiveness until it felt playful and natural. While adjusting movement I also tuned the game’s challenge, balancing multipliers and scoring so that missing a catch never felt punishing yet still kept the loop engaging and cozy for repeat play.
Inspired by Yoshi
This game is inspired by my sweet dog Yoshi, the cutest Shiba on the block with tireless fetch skills and an addiction to chasing balls. Follow his adventures on Instagram at @yoshishibao

Side Quests

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