- Release Year: 2023
- Platforms: Windows
- Publisher: Follow The Fun
- Developer: Follow The Fun
- Genre: Puzzle
- Perspective: Free camera
- Game Mode: Single-player
- Gameplay: Hidden object
- Average Score: 97/100

Description
I Commissioned Some Dogs is a meditative hidden object puzzle game where players explore beautifully illustrated scenes created by various artists to find hidden dogs and items like bones, reminiscent of digital ‘Where’s Waldo’ books. Part of the ‘I Commissioned Some’ series, it features free camera movement, zooming, no time pressure, optional hints, and a relaxing one-hour completion time with non-missable achievements.
Where to Buy I commissioned some dogs
PC
I commissioned some dogs Reviews & Reception
missitheachievementhuntress.com : Another great addition to the “I commissioned some” series.
I commissioned some dogs: Review
Introduction
Imagine commissioning a cadre of artists to conjure fantastical realms teeming with hidden canine companions and their buried treasures, only to challenge players to unearth them all in a symphony of serene discovery—this is the beguiling essence of I commissioned some dogs. Released in 2023 as a jewel in Follow The Fun’s sprawling “I commissioned some…” series, this hidden object puzzle game revives the nostalgic thrill of Where’s Waldo? in a digital, interactive tapestry. Its legacy lies not in blockbuster sales or Metacritic acclaim, but in cultivating a niche of meditative gaming that has ballooned into dozens of sequels and variants, from bees to unicorns. My thesis: I commissioned some dogs exemplifies indie ingenuity in the cozy gaming boom, delivering bite-sized bliss through exquisite art and flawless accessibility, cementing its place as a must-play palate cleanser amid gaming’s high-octane epics.
Development History & Context
Follow The Fun, a solo or small-team indie outfit operating under the “I commissioned some series” publisher banner, birthed this title amid the 2023 indie renaissance on Steam. Powered by the accessible GameMaker engine, the studio’s vision crystallized around a deceptively simple premise: brief artists to embed hordes of themed objects—here, over 750 dogs and 750 bones—into 15 bespoke fantasy artworks. This crowdsourced creativity echoes the developer’s modus operandi across 70+ titles in the franchise, starting with bees and exploding into bunnies, cats, frogs, ladybugs, pigeons, snails, mice, unicorns, letters, butterflies, stickmen, and abstract variants, with sequels iterating up to number 15 for some animals by 2025.
Launched March 30, 2023, for Windows (Steam App ID 2327160) at $3.99—frequently discounted to $1.19—the game arrived in a post-pandemic landscape craving low-stakes escapism. The early 2020s indie scene brimmed with “zen” titles like Hidden Through Time and Wind Peaks, capitalizing on Steam’s algorithm favoring short, positive-rated casuals. Technological constraints were minimal; GameMaker enabled smooth free-camera panning and zooming on modest hardware (Windows 7+, 2GB RAM). Yet, the era’s challenges included Steam saturation—Follow The Fun countered with multilingual support (titles in 20+ languages, from Greek “Παράγγειλα μερικά Λαγουδάκια” to Japanese “私は、何匹か 犬 を依頼しました”) and bundles like “Hidden Dogs” (parts 1-5) or the mega “All Hidden Object Games” (71 titles). Minor bugs, like reappearing dogs or misregistered bones, surfaced in Steam forums, but patches and player tolerance kept momentum. This context birthed a prolific formula: commission, hide, hunt, repeat—transforming niche relaxation into a Steam powerhouse.
Narrative & Thematic Deep Dive
I commissioned some dogs eschews traditional plotting for a meta-narrative woven into its conceit: the developer as eccentric patron, commissioning artists to populate surreal fantasy worlds with dogs (loyal, playful archetypes) and bones (elusive rewards symbolizing buried joys). There’s no dialogue, no characters with arcs—just 15 vignettes, each a self-contained canvas unlocked from the start. The “plot” unfolds organically: pan across vibrant scenes—a tornado-ravaged closet, a desk cluttered with headphones, abstract scribbles—spotting dogs in whimsical guises (standing sentinel, camouflaged in foliage) and bones as scribbled lines blending into chaos.
Thematically, it’s a meditation on perception and patience. Dogs embody companionship and discovery’s delight, their 750+ instances varying from photorealistic pups to stylized wolves (nodding to MobyGames’ “Animals: Dogs / Wolves” group). Bones, critiqued in reviews as “2 straight lines with scribbles,” probe frustration’s edge, mirroring life’s overlooked treasures. Underlying motifs include whimsy in chaos (quirky scenes like plant-overrun closets) and infinity of observation—unlimited hints and restores prevent dead-ends, emphasizing zen flow over punishment. Absent fail states or timers (beyond optional per-level tracking), it celebrates mindfulness, akin to digital mindfulness apps. Subtle progression—completion percentages, save slots—builds quiet accomplishment. In the series context, it expands a universe of animal allegories: dogs as steadfast hunters amid bees’ buzz or snails’ slowness, probing humanity’s gaze upon nature’s hidden patterns.
Gameplay Mechanics & Systems
At its core, I commissioned some dogs distills hidden object mastery into an elegant loop: explore, spot, click, repeat. Free-camera navigation (mouse drag to pan, scroll/arrow keys to zoom; WASD for keyboard-only play) unveils sprawling artworks, with counters ticking down dogs/bones (e.g., Puzzle 12: 59 bones, 61 dogs). Clicking vanishes objects with satisfying feedback—no penalties for misses, just meditative persistence. Innovative systems elevate it:
Core Loop & Progression
- Search Phases: Early abundance yields euphoria; late-game sparsity (last 5-10 objects) amps tension, mitigated by ∞ unlimited hints (subtle glows, non-intrusive).
- Replay Tools: “Restore” respawns a few random objects for practice; 3 save slots enable multi-session hunts; full reset for masochists. Timers log personal bests, fostering competition sans pressure.
- Achievements: 16 Steam feats unlock via level completion (e.g., one per artwork), zero missables/grind/RNG—100% in ~1 hour, difficulty 1/10 per achievement hunters.
UI & Accessibility
Pristine interface: central canvas, bottom counters/hints/restore buttons, top menu for levels/saves. Keyboard parity shines—lauded for scroll-wheel-less mice. No multiplayer, ads, or DLC; pure single-player bliss.
Flaws & Innovation
Bugs mar perfection: reappearing dogs (Puzzle 13 desk pup), misclicks (bones registering as dogs). Bones’ ambiguity frustrates, less distinct than series’ bees/bunnies. Yet, innovations like per-artwork ambiance and 1500+ objects (vs. Waldo’s static pages) make it dynamically replayable, blending hidden object tradition with roguelite restoration for endless zen.
World-Building, Art & Sound
The game’s worlds are 15 hand-drawn masterpieces, fantasy tapestries bursting with detail: cluttered desks evoking domestic whimsy, tornado-swept chaos hinting at adventure, abstract realms defying logic. Art direction—commissioned per the “simple brief”—yields stylistic diversity: colorful cartoons, stylized comics, photoreal flourishes. Dogs hide ingeniously (amid plants, headphones); bones scribble into backgrounds, demanding scrutiny. Free camera fosters immersion, zooming revealing micro-details like a “kitty cameo” in one shot.
Atmospherically, it’s cozy catharsis: each painting’s bespoke music/ambiance (gentle melodies, ambient whooshes) syncs with visuals—playful for pup-packed scenes, ethereal for sparse ends. Sound design enhances without intrusion (easily muted for podcasts), turning hunts into ASMR rituals. Collectively, these elements craft emotional resonance: not mere backdrops, but portals to relaxation, where spotting a final bone evokes triumph’s quiet glow. In the series, dogs’ worlds feel friskier than snails’ lethargy, amplifying thematic variety.
Reception & Legacy
Launch reception skewed player-driven: Steam’s 97-98% positive (41-44 reviews), praising “relaxing joy,” “beautiful art,” “achievement ease.” Missi the Achievement Huntress hailed it a “great addition,” clocking 1h 100%; forums buzzed with excitement (“Woof Woof, excited!”). No MobyGames/Metacritic critic scores—niche oversight—but 100% positivity on some trackers, low ownership (<20k) belies cult appeal. Minor gripes (bones, bugs) didn’t dent fervor.
Legacy endures via series proliferation: spawn of bees, progenitor to Dogs 2-5 (2023-2024), fueling bundles and Steam Deck verification. It pioneered cozy hidden objects’ boom, influencing Hidden Through Time clones and “creature collector” tags. In indie history, it embodies Steam’s long-tail model—short playtime, high completion (game completion percentage feature), viral bundles. Culturally, multilingual reach globalized zen gaming; by 2025, the franchise’s 70+ entries underscore Follow The Fun’s influence on casual, art-driven puzzles.
Conclusion
I commissioned some dogs masterfully marries minimalist mechanics with maximalist artistry, distilling hidden object purity into an hour of unadulterated calm amid gaming’s frenzy. Its triumphs—accessible controls, immersive soundscapes, replayable depth—outweigh quibbles like bone camouflage or fleeting bugs, while the series’ ecosystem ensures evergreen value. In video game history, it claims a hallowed spot as cozy gaming’s ambassador: not revolutionary, but reliably rapturous—a definitive 9/10 recommendation for seekers of serene discovery. Play it, unwind, and join the pack.