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"Doghouse" redirects here. For the Silly Sausage in Meat Land interactive object, see Doghouses (Silly Sausage in Meat Land).
Clone Scientist Wall Slide This game article has a missing or incomplete "Levels" section

Level sections are a vital part of all game articles. You can help Nitrome Wiki by editing the Levels section of this article!

Mallet Mania Preceded by In the Dog House Followed by Numbskull
In the Dog House
Ico doghouse
Description
Slide the rooms into place and guide the dog to find his dinner.
Released September 19, 2008
Play It Nitrome.com, Miniclip
Levels 40
Genre Puzzle
Websites Nitrome.com, Miniclip
Controls
Instr-keyboard

PC Mouse Left Click - Select Bone/House section (click and hold to move)

Credits Artwork
Simon Hunter
Programming
Chris Burt-Brown
Music
Lee Nicklen
Music
Menu
In-game
Dog House Menu

Alternate version
Dog House Menu Alternate version
Game
Dog House Main
Avatars
Avatars related to this game:
Full doghouse
Unlockable avatars in this game:
СhangeType avatar

In the Dog House, also known as Dog House, is a puzzle game released on September 19, 2008. The player must guide a dog to the bone by moving the pieces of the house.


Controls

PC Mouse Left Click Click and hold mouse - Move bone or house piece

Levels

The Moon Apple Logo Incomplete section

This section is incomplete. You can help by adding the missing info.

Levl 1

Level one

The player has to guide a dog through a house, which is broken into chunks, by sliding the chunks around so the dog can go into them. The player has to guide the dog to the kitchen in the house so he can get his supper.

The player does this by placing a bone in places in the house where the dog can get it. It is almost similar to a sliding number puzzle game, of which the player slides the pieces of the house to help make a pathway for the dog to the kitchen using its bone.

Level 1

"Drag the rooms to form a path from left to right. Then pick up the bone and put it on the other side!"

First, drag the bone to the kitchen. Move the room with the anywhere wallpaper to the right of the left and right only room. The player has completed level 1.

Click [show] to see this video
Level 1 starts at 0:00 in the below video
Nitrome In the Doghouse Levels 1-1004:47

Nitrome In the Doghouse Levels 1-10

full

Level 2

"You don't need a complete path from start to finish. Get the puppy as far as to the sofa, and then make the path to the kitchen."

First, drag the bone to the kitchen. Move the room that can go anywhere to the right of the room with the dog. The dog will take a ride on the elevator and walk to the room with the chair. Then, move both rooms with the anywhere wallpaper above the elevator. The dog will take a ride on a different elevator straight to the kitchen. The player has completed level 2.

Click [show] to see this video
Level 1 starts at 0:17 in the below video
Nitrome In the Doghouse Levels 1-1004:47

Nitrome In the Doghouse Levels 1-10

full

Level 3

"Complete the set of stairs to reach the kitchen. Some turn and others slide."

Click [show] to see this video
Level 3 starts at 0:35 in the below video
Nitrome In the Doghouse Levels 1-1004:47

Nitrome In the Doghouse Levels 1-10

full

Level 4

"Beware of the cat! He will try to get near you and block your path. If you get stuck, press the reset button in the corner of the screen."

Click [show] to see this video
Level 4 starts at 0:50 in the below video
Nitrome In the Doghouse Levels 1-1004:47

Nitrome In the Doghouse Levels 1-10

full

Level 5

"To use the doors, get the puppy to the first door, put the bone by the second door, and the puppy will walk through."

Click [show] to see this video
Level 5 starts at 1:16 in the below video
Nitrome In the Doghouse Levels 1-1004:47

Nitrome In the Doghouse Levels 1-10

full

Level 6

"Connect the power box to the gate with the cable, and the gate will open!"

Click [show] to see this video
Level 6 starts at 1:39 in the below video
Nitrome In the Doghouse Levels 1-1004:47

Nitrome In the Doghouse Levels 1-10

full

Level 7

Click [show] to see this video
Level 7 starts at 2:02 in the below video
Nitrome In the Doghouse Levels 1-1004:47

Nitrome In the Doghouse Levels 1-10

full

Level 8

Click [show] to see this video
Level 8 starts at 2:50 in the below video
Nitrome In the Doghouse Levels 1-1004:47

Nitrome In the Doghouse Levels 1-10

full

Level 9

Click [show] to see this video
Level 9 starts at 3:39 in the below video
Nitrome In the Doghouse Levels 1-1004:47

Nitrome In the Doghouse Levels 1-10

full

Level 10

Click [show] to see this video
Level 10 starts at 4:04 in the below video
Nitrome In the Doghouse Levels 1-1004:47

Nitrome In the Doghouse Levels 1-10

full

Level 11

Click [show] to see this video
Nitrome - In the Doghouse Level 1100:22

Nitrome - In the Doghouse Level 11

full

Level 12

Click [show] to see this video
Danger sign
Level 12 begins at 0:50 in the below video
In The Doghouse levels 11-1707:53

In The Doghouse levels 11-17

full


Level 13

Click [show] to see this video
Danger sign
Level 13 begins at 1:32 in the below video
In The Doghouse levels 11-1707:53

In The Doghouse levels 11-17

full

Level 14

Click [show] to see this video
In The Doghouse level 1400:52

In The Doghouse level 14

full

Level 15

Click [show] to see this video
Danger sign
Level 15 begins at 3:37 in the below video
In The Doghouse levels 11-1707:53

In The Doghouse levels 11-17

full

Level 16

Click [show] to see this video
Danger sign
Level 16 begins at 4:20 in the below video
In The Doghouse levels 11-1707:53

In The Doghouse levels 11-17

full

Level 17

Click [show] to see this video
Nitrome - In the Doghouse Level 1701:37

Nitrome - In the Doghouse Level 17

full

Level 18

Click [show] to see this video
Danger sign
Level 18 starts at 0:10 in the below video
In The Doghouse levels 18-2309:54

In The Doghouse levels 18-23

full

Level 19

Click [show] to see this video
Danger sign
Level 19 starts at 1:25 in the below video
In The Doghouse levels 18-2309:54

In The Doghouse levels 18-23

full

Level 20

Click [show] to see this video
Danger sign
Level 20 starts at 2:15 in the below video
In The Doghouse levels 18-2309:54

In The Doghouse levels 18-23

full

Level 21

Click [show] to see this video
Danger sign
Level 21 starts at 2:55 in the below video
In The Doghouse levels 18-2309:54

In The Doghouse levels 18-23

full

Level 22

Click [show] to see this video
Danger sign
Level 22 starts at 5:58 in the below video
In The Doghouse levels 18-2309:54

In The Doghouse levels 18-23

full

Level 23

Click [show] to see this video
Danger sign
Level 23 starts at 7:14 in the below video
In The Doghouse levels 18-2309:54

In The Doghouse levels 18-23

full

Level 24

Click [show] to see this video
In The Doghouse - level 2400:57

In The Doghouse - level 24

full

Level 25

Click [show] to see this video
Level 25 starts at 0:10 in the below video
In The Doghouse levels 25-2805:25

In The Doghouse levels 25-28

full

Level 26

Click [show] to see this video
Level 26 starts at 2:16 in the below video
In The Doghouse levels 25-2805:25

In The Doghouse levels 25-28

full

Level 27

Click [show] to see this video
Level 27 starts at 3:18 in the below video
In The Doghouse levels 25-2805:25

In The Doghouse levels 25-28

full

Level 28

Click [show] to see this video
Level 28 starts at 4:25 in the below video
In The Doghouse levels 25-2805:25

In The Doghouse levels 25-28

full

Level 29

Magneboy-sleepingmonster This section doesn't contain a video walkthrough. You can help the wiki by adding a video!

To add a video, enter the Wikia editor, click the "Video" button, and follow its instructions. For a list of other pages that lack a video, please see Nitrome Wiki:Walkthroughs


Level 30

Magneboy-sleepingmonster This section doesn't contain a video walkthrough. You can help the wiki by adding a video!

To add a video, enter the Wikia editor, click the "Video" button, and follow its instructions. For a list of other pages that lack a video, please see Nitrome Wiki:Walkthroughs


Level 31

Magneboy-sleepingmonster This section doesn't contain a video walkthrough. You can help the wiki by adding a video!

To add a video, enter the Wikia editor, click the "Video" button, and follow its instructions. For a list of other pages that lack a video, please see Nitrome Wiki:Walkthroughs


Level 32

Magneboy-sleepingmonster This section doesn't contain a video walkthrough. You can help the wiki by adding a video!

To add a video, enter the Wikia editor, click the "Video" button, and follow its instructions. For a list of other pages that lack a video, please see Nitrome Wiki:Walkthroughs


Level 33

Magneboy-sleepingmonster This section doesn't contain a video walkthrough. You can help the wiki by adding a video!

To add a video, enter the Wikia editor, click the "Video" button, and follow its instructions. For a list of other pages that lack a video, please see Nitrome Wiki:Walkthroughs


Level 34

Magneboy-sleepingmonster This section doesn't contain a video walkthrough. You can help the wiki by adding a video!

To add a video, enter the Wikia editor, click the "Video" button, and follow its instructions. For a list of other pages that lack a video, please see Nitrome Wiki:Walkthroughs


Level 35

Magneboy-sleepingmonster This section doesn't contain a video walkthrough. You can help the wiki by adding a video!

To add a video, enter the Wikia editor, click the "Video" button, and follow its instructions. For a list of other pages that lack a video, please see Nitrome Wiki:Walkthroughs


Level 36

Magneboy-sleepingmonster This section doesn't contain a video walkthrough. You can help the wiki by adding a video!

To add a video, enter the Wikia editor, click the "Video" button, and follow its instructions. For a list of other pages that lack a video, please see Nitrome Wiki:Walkthroughs


Level 37

Click [show] to see this video
Nitrome - In the Doghouse Level 3700:46

Nitrome - In the Doghouse Level 37

full

Level 38

Click [show] to see this video
Nitrome - In the Doghouse Level 3801:05

Nitrome - In the Doghouse Level 38

full

Level 39

Click [show] to see this video
Nitrome - In the Doghouse Level 3900:40

Nitrome - In the Doghouse Level 39

full

Level 40

Click [show] to see this video
Nitrome - In the Doghouse Level 4000:35

Nitrome - In the Doghouse Level 40

full

Ending

Penguin 1

This navigational box contains a spoiler. Click [show] to open the box.

In the Dog House


Interactive objects


Pieces


  • Hallway pieces - Pieces that the dog can use to travel forwards
  • Lift pieces - Pieces that the dog can use to travel up and down
  • Stair pieces - Pieces that the dog can use to travel diagonally
  • Fireplace - The piece where the dog spawns in


Hazards

  • Cat: The cat will prevent the dog from moving farther

Scoring

Players are scored by the number of moves they take to complete each level (the less moves, the more points are earned).

Glitches

  • Sometimes if the player moves the floor rapidly when the elevator is moving, the elevator can become stuck and the dog will float in the air. When this happens, dropping the bone will cause it to fall through spots where there are no room blocks. Placing a vertical room block beneath the elevator makes both elevator and the dog teleport into exact spot. The block above the elevator cannot be moved, since game thinks the dog/elevator is there.
  • Avatars are located in incorrect places in two levels: in level 16, it is found on the right side of the house and in level 17 it is found on the black brick block.
  • In level 28, if the player causes both the dog and the cat to move when adding the door, the dog will stop moving with the cat in the first door since the second cat is blocking the second door.
  • Level 20 is broken and shows level 5 instead of level 20.
  • If the level is restarted when the dog reaches his food bowl, the "Level completed" screen will stay during any level. The screen disappears when going back to menu.

Unused content

Unused

Content in this section is not used at all in the game.

Symbols

Present in the game's files are unused images of a plus sign (+) and a question mark (?). Although these seem as though they are the only unused text, there is actually a lot more that do not have images but Action Script associated with them.

The Action Script for the unused text that have no image appear all the same, with the exception that the word occurrence after None_ but before extends is replaced with, in all caps, the name of the symbol.

Below are collapsible boxes that contain the source, raw, and P code for all unused symbols. Click [show] to collapse the box.

Text_None_APOSTROPHE (Apostrophe (') )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_APOSTROPHE extends Sprite
    {

        public function Text_None_APOSTROPHE()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_APOSTROPHE extends Sprite
    {

        public function Text_None_APOSTROPHE()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_APOSTROPHE extends Sprite
    {

        public function Text_None_APOSTROPHE()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}


Text_None_COLON (Colon (:) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_COLON extends Sprite
    {

        public function Text_None_COLON()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_COLON extends Sprite
    {

        public function Text_None_COLON()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_COLON extends Sprite
    {

        public function Text_None_COLON()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}


Text_None_COMMA (Comma (,) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_COMMA extends Sprite
    {

        public function Text_None_COMMA()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_COMMA extends Sprite
    {

        public function Text_None_COMMA()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_COMMA extends Sprite
    {

        public function Text_None_COMMA()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}


Text_None_EQUALS (Equal sign (=) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_EQUALS extends Sprite
    {

        public function Text_None_EQUALS()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_EQUALS extends Sprite
    {

        public function Text_None_EQUALS()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_EQUALS extends Sprite
    {

        public function Text_None_EQUALS()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}


Text_None_EXCLAMATION (Exclamation mark (!) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_EXCLAMATION extends Sprite
    {

        public function Text_None_EXCLAMATION()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_EXCLAMATION extends Sprite
    {

        public function Text_None_EXCLAMATION()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_EXCLAMATION extends Sprite
    {

        public function Text_None_EXCLAMATION()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}


Text_None_HYPHEN (Hyphen (-) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_HYPHEN extends Sprite
    {

        public function Text_None_HYPHEN()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_HYPHEN extends Sprite
    {

        public function Text_None_HYPHEN()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_HYPHEN extends Sprite
    {

        public function Text_None_HYPHEN()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}


Text_None_PLUS (Plus sign (+) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_PLUS extends Sprite
    {

        public function Text_None_PLUS()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_PLUS extends Sprite
    {

        public function Text_None_PLUS()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_PLUS extends Sprite
    {

        public function Text_None_PLUS()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}


Text_None_QUESTION (Question mark (?) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_QUESTION extends Sprite
    {

        public function Text_None_QUESTION()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_QUESTION extends Sprite
    {

        public function Text_None_QUESTION()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_QUESTION extends Sprite
    {

        public function Text_None_QUESTION()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}


Text_None_STOP (Period (.). A period is called a fullstop in the UK, where Nitrome is from )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_STOP extends Sprite
    {

        public function Text_None_STOP()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_STOP extends Sprite
    {

        public function Text_None_STOP()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_STOP extends Sprite
    {

        public function Text_None_STOP()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}


Text_None_UNDERSCORE (Underscore (_) )
Source code
{
    import flash.display.*;

    dynamic public class Text_None_UNDERSCORE extends Sprite
    {

        public function Text_None_UNDERSCORE()
        {
            return;
        }// end function

    }
}


P-code

{
    import flash.display.*;

    dynamic public class Text_None_UNDERSCORE extends Sprite
    {

        public function Text_None_UNDERSCORE()
        {
			_as3_getlocal <0> 
			_as3_pushscope 
			_as3_getlocal <0> 
			_as3_constructsuper (param count:0)
			_as3_returnvoid 
        }// end function

    }
}


Raw Data
{
    import flash.display.*;

    dynamic public class Text_None_UNDERSCORE extends Sprite
    {

        public function Text_None_UNDERSCORE()
        {
//d0 
_as3_getlocal <0> 
//30 
_as3_pushscope 
//d0 
_as3_getlocal <0> 
//49 00 
_as3_constructsuper (param count:0)
//47 
_as3_returnvoid 
        }// end function

    }
}


Sprites

A brown box is present in the game, a box that has a brown outline and transparent inside. It is possibly early dimensions for the general size of each room in In the Dog House.

Rooms

The Moon Apple Logo Incomplete section

This section is incomplete. You can help by adding the missing info.

Found on Simon Hunter's website is a large image of various backgrounds for rooms in Dog House, including some backgrounds that go unused in the final game.

Beta

Content in this section had their sprite superseded by another sprite.

Cursors and general room shape

Present in the game are very early images of the general shape of rooms and how the cursor would react to being on that room. Notably, the cursor on the image has been drawn on to the image, instead of being an alternate image. Along with this, there are beta images of the cursor.

Rooms appear light blue in colour, with the cursor on them appearing dark blue. The regular level cursor that is not on any room appears light blue.

Award

Site/Event Year Contest Prize Outcome
Jay is Games 2009 Best of Casual Gameplay 2008 Best Puzzle (Browser games) game of 2008 - Audience Award Nominated - Second place (10.3% of all votes)
Jay is Games 2009 Best of Casual Gameplay 2008 Best Puzzle (Browser games) game of 2008 Nominated

Trivia

  • According to the Nitrome blog, Dog House was made back in May 2008, four months before it was released.

 

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