Playable game in development
Adventures of Dexter & Mars
A playable Godot adventure starring Dexter and Mars. Switch dogs, solve house-and-garden puzzles and keep their mischief under control across two episodes.

Images






About Adventures of Dexter & Mars
About
I built Adventures of Dexter & Mars, a pixel-art dog-comedy adventure in Godot. You switch between two dogs exploring their home and garden, solving puzzles, stealing toys and trying to finish before the owner calls them inside.
Dexter is small, cautious and good at investigating. Mars is stronger, excitable and drawn to water. Their different personalities affect how they approach problems and how much trouble they cause along the way.
Great Backyard Adventure
The first episode links the house and garden through an eleven-objective chapter with a fifteen-minute countdown. A clue in the sofa leads to the toy basket; water reveals a scent trail; clearing the garden tools opens a dig site. The dogs eventually recover a bedroom key and settle into bed.
Many interactions have a careful Dexter approach and a faster, more disruptive Mars alternative. Mischief changes the consequences, the owner's reactions and which of the episode's two endings you reach. Training tricks near the owner can calm things down and recover a little time.
Toy Cold War
The second playable episode turns the squeaky fox into the centre of a rivalry. Either dog can claim it, steal it, guard it briefly, drop it or recover it from the garden.
Chases and possession changes feed into three outcomes, including cooperation, hoarding and shared custody. The episode uses its own objectives and interaction rules while sharing the same house, garden and characters.
Dogs that react to their surroundings
Dexter's courage changes with nearby company, loud events and the owner's attention. Mars becomes excited by movement, water and other attractions. Sniffing, investigating, cowering, tail wagging and play bows make those states visible.
The dog you are not controlling can investigate or wander, with following as a fallback. The owner also reacts: suspicion builds separately for each dog, leading from patrol to investigation, chasing, scolding and rest.
A world the player can read
The house and garden are connected, with a camera following the active dog into the extended outdoor area. Furniture, doors and garden objects have collision boundaries and visual states that match how they can be used.
Characters can pass behind furniture, and a silhouette keeps them visible when an object obscures them. Doors change collision with their animation, while carried and dropped toys remain visible in the world.
Controls, settings and replaying
Keyboard controls cover movement, interaction, switching dogs, training, rivalry and guarding the fox. Keys can be rebound, and the on-screen guidance follows the selected bindings.
The first episode teaches its controls through actions the player performs. Settings include music and sound levels, font size, screen shake and the option to repeat the tutorial. Episode records retain wins, discovered endings and personal bests between sessions.
Built with Godot
The game uses Godot 4.5.1+ and GDScript. Shared systems manage episodes, objectives, item ownership, character behavior and UI state. Automated checks cover progression, interaction rules, collision, input and reset behavior, alongside startup and Web-export checks.
The current project includes two playable episodes and export presets for Web, Windows, macOS and Linux. Further household adventures are planned.









































