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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!

Browser
Mallet Mania In the Dog House Numbskull
Mobile
Colourblind In the Dog House Turn-Undead 2

In the Dog House, also known as Dog House, is a puzzle game released on September 18th, 2008[1] as a browser game, and on June 7, 2018 on the App Store and Google Play. 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[]

55?cb=20120317190109 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

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

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

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

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

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

Level 7[]

Click [show] to see this video
Level 7 starts at 2:02 in the below video

Level 8[]

Click [show] to see this video
Level 8 starts at 2:50 in the below video

Level 9[]

Click [show] to see this video
Level 9 starts at 3:39 in the below video

Level 10[]

Click [show] to see this video
Level 10 starts at 4:04 in the below video

Level 11[]

Click [show] to see this video

Level 12[]

Click [show] to see this video
This video contains audio that is not part of the original game soundtrack.
Level 12 begins at 0:50 in the below video


Level 13[]

Click [show] to see this video
This video contains audio that is not part of the original game soundtrack.
Level 13 begins at 1:32 in the below video

Level 14[]

Click [show] to see this video

Level 15[]

Click [show] to see this video
This video contains audio that is not part of the original game soundtrack.
Level 15 begins at 3:37 in the below video

Level 16[]

Click [show] to see this video
This video contains audio that is not part of the original game soundtrack.
Level 16 begins at 4:20 in the below video

Level 17[]

Click [show] to see this video

Level 18[]

Click [show] to see this video
This video contains audio that is not part of the original game soundtrack.
Level 18 starts at 0:10 in the below video

Level 19[]

Click [show] to see this video
This video contains audio that is not part of the original game soundtrack.
Level 19 starts at 1:25 in the below video

Level 20[]

Click [show] to see this video
This video contains audio that is not part of the original game soundtrack.
Level 20 starts at 2:15 in the below video

Level 21[]

Click [show] to see this video
This video contains audio that is not part of the original game soundtrack.
Level 21 starts at 2:55 in the below video

Level 22[]

Click [show] to see this video
This video contains audio that is not part of the original game soundtrack.
Level 22 starts at 5:58 in the below video

Level 23[]

Click [show] to see this video
This video contains audio that is not part of the original game soundtrack.
Level 23 starts at 7:14 in the below video

Level 24[]

Click [show] to see this video

Level 25[]

Click [show] to see this video
Level 25 starts at 0:10 in the below video

Level 26[]

Click [show] to see this video
Level 26 starts at 2:16 in the below video

Level 27[]

Click [show] to see this video
Level 27 starts at 3:18 in the below video

Level 28[]

Click [show] to see this video
Level 28 starts at 4:25 in the below video

Level 29[]

Click [show] to see this video

Level 30[]

Click [show] to see this video

Level 31[]

Click [show] to see this video

Level 32[]

Click [show] to see this video

Level 33[]

Click [show] to see this video

Level 34[]

Click [show] to see this video

Level 35[]

Click [show] to see this video

Level 36[]

Click [show] to see this video

Level 37[]

Click [show] to see this video

Level 38[]

Click [show] to see this video

Level 39[]

Click [show] to see this video

Level 40[]

Click [show] to see this video

Ending[]

Penguin 1

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

In the Dog House

Interactive objects[]

Pieces[]


Hazards[]

  • Cats - 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.

Mobile port version[]

On June 6, 2018, Nitrome released a remake of In the Dog House on the App Store for $2.99 and Google Play for $3.99. The game features fifty levels, including the majority of the original forty with additional levels. It also features six unlockable dogs and six unlockable toys, which replace the dog and bone from the browser version when selected on the title screen. One of the unlockable dogs is a cameo of the guard dog featured in Slime Pizza.

The mobile port also contains three new backgrounds and a new type of tile that weighs itself down.

Credits[]

Click [show] to reveal this box
CEO
Mat Annal
COO
Jon Annal
Artwork
Markus Heinel
Programming
Chris Burt-Brown
Music
Lee Nicklen
Audio
Markus Heinel
Chris Burt-Brown
Level Design
Chris Burt-Brown
Simon Hunter
Publishing
Nathan Pragasam
Gwilym Hughes
Marketing
Markus Heinel
Original game and concept
Mat Annal
Chris Burt-Brown
Simon Hunter

Levels[]

55?cb=20120317190109 Incomplete section

This section is incomplete. You can help by adding the missing info.
Needed: Info about completing the additional levels. Info about how to unlock the pug.

The port features 37 levels from the browser version and 13 exclusive levels. The levels absent from the browser version are Level 1, Level 10 and Level 33

Levels present in the browser version[]

Level in browser Equivalent level in mobile Prize
Level 2 Level 6 ITDH Ball
Level 3 Level 8
Level 4 Level 9 Chihuahua
Level 5 Level 11
Level 6 Level 16
Level 7 Level 10
Level 8 Level 13
Level 9 Level 12 ITDH Duck
Level 11 Level 14
Level 12 Level 17
Level 13 Level 18 ITDH News
Level 14 Level 19
Level 15 Level 20
Level 16 Level 21
Level 17 Level 22
Level 18 Level 23
Level 19 Level 25
Level 20 Level 26
Level 21 Level 27 Saint Bernard
Level 22 Level 28
Level 23 Level 29
Level 24 Level 31
Level 25 Level 32
Level 26 Level 33 Doggo
Level 27 Level 34
Level 28 Level 35
Level 29 Level 37
Level 30 Level 38
Level 31 Level 39
Level 32 Level 40
Level 34 Level 43
Level 35 Level 44
Level 36 Level 45
Level 37 Level 46
Level 38 Level 47
Level 39 Level 49
Level 40 Level 50

Additional levels[]

Level 1[]

Just drag the bone to the kitchen and the level will be completed.

Click [show] to see this video
Level 1 starts at 0:08 in the below video
Level 2[]
Click [show] to see this video
Level 2 starts at 0:19 in the below video
Level 3[]
Prize
Dobermann
Click [show] to see this video
Level 3 starts at 0:31 in the below video
Level 4[]
Click [show] to see this video
Level 4 starts at 0:53 in the below video
Level 5[]
Click [show] to see this video
Level 5 starts at 1:13 in the below video
Level 7[]
Click [show] to see this video
Level 7 starts at 2:20 in the below video
Level 15[]
Prize
Poodle
Click [show] to see this video
Level 15 starts at 2:54 in the below video
Level 24[]
Prize
ITDH Slipper
Click [show] to see this video
Level 24 starts at 5:13 in the below video
Level 30[]
Prize
ITDH Stick
Click [show] to see this video
Level 30 starts at 12:19 in the below video
Level 36[]
Prize
ITDH Bear
Click [show] to see this video
Level 36 starts at 6:36 in the below video
Level 41[]
Click [show] to see this video
Level 41 starts at 0:06 in the below video
Level 42[]
Click [show] to see this video
Level 42 starts at 0:43 in the below video
Level 48[]
Click [show] to see this video
Level 48 starts at 5:19 in the below video


Ending[]

Penguin 1

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

After completing level 50, this screen appears:

ITDG Ending 7

The screen reads "Congratulations", with the letters going up and down while the dogs are walking together endlessly in a random background. The dogs start appearing as you complete the final level with every of them, for example, if you complete level 50 for the first time with the guard dog, it will appear alone, then, if you complete it again with the main dog, he will appear with the guard dog.

Unlockable dogs[]

Unlockable toys[]

Gallery[]

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[]

55?cb=20120317190109 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[]

  • While In the Dog House was released in September 2008, it had actually been finished back in May 2008[2].
  • This is the only premium Nitrome game that did not receive a website upon its release.
    • This is also the second premium game that did not receive a site skin commemorating its release. The first one was 8bit Doves.

References[]

  1. Games at Miniclip.com - Play Free Games on the Wayback Machine (archived 18 Sept 8 ) (no In the Dog House)

    Jay is Games: In the Dog House - Walkthrough, Tips, Review, 18 Sept 8, retrieved 20 Aug 17. (a link to In the Dog House is present)
  2. Game Developer's Blog - Nitrome: In the Doghouse, 19 Sept 8, retrieved 27 Nov 21.


 

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