MERRIPHEL
/
← Back to Game Jams
Game Design / Game Jam Global Game Jam 2026 · Four-person team

Unbreathable

A 2D game about trying to finish a dog walk during lockdown, with a mask, a dwindling supply of oxygen and a dog determined to eat its own poop.

Project period2026.1

Full team showcase Watch on Bilibili ↗
Unbreathable title screen

We worked in a team of four, with two artists and two programmers. I drew most of the CGs, made the walker’s and dog’s frame-by-frame sprites and the hand-drawn victory animation, and contributed a few UI assets. The other artist made most of the interface and the environments.

The dog walk

One walk, two things to watch

Our starting point was the jam theme, “Mask”. We set the game on an everyday dog walk during lockdown, where a mask could protect the walker and still make it harder to breathe. The prototype sets two demands against each other: keeping the dog under control and watching the walker’s oxygen.

The dog can stop to poop at objects along the route, then try to eat what it left behind. Hitting the timing window lets the walker pull the dog back and pick up the mess. Running is faster but uses oxygen more quickly. Taking the mask off restores oxygen, but doing so in front of a patrol can end the walk. Running out of oxygen, getting caught without the mask and failing to stop the dog each lead to a different ending.

Team gameplay. The timing bar appears when the dog tries to eat its poop. FULL SIZE ↗
Team gameplay. A worker in protective gear patrols the street. FULL SIZE ↗

Early playtest

An early build showing the dog alert and the timing check that follows.

Characters and motion

Shape studies and gameplay poses

I started with studies of the dog’s long muzzle and floppy ears, then reduced the shape to a small sprite with a clear profile. I tried lighter and warmer colour treatments before drawing the dog’s sitting, crouching, running and lunging poses frame by frame. The crouch keeps the body low and compact. The lunge stretches the body forward, with the ears and legs trailing behind. The speed-line version pushes that change further when the dog suddenly bolts.

Dog studies, from loose head sketches to a simplified sprite and colour variants. FULL SIZE ↗
Walker studies exploring the silhouette, hair colour and how much of the face to reveal. FULL SIZE ↗

For the walker I tried different hair colours and versions with the eyes showing, before settling on the dark fringe and mask seen in play. With most of the face covered, I used the whole body to show what was happening. The walker leans back against the pull of the lead, and the uncovered mouth makes the moment of taking off the mask distinct from the other poses. I also drew the character in protective gear and a small dog portrait for the interface.

Dog poses for sitting, crouching, running and lunging, with alternate drawings for the burst of speed. FULL SIZE ↗
Walker poses for stepping, pulling back on the lead, reacting and lowering the mask. FULL SIZE ↗
Protective-suit character poses and the dog portrait icon. FULL SIZE ↗

Story and event CGs

From the opening gag to the failure screens

The team’s opening puts the walk in motion with a tug on the lead and a glimpse of the patrol. I drew most of the project’s CGs, including event alerts and ending illustrations. The dog alert is my homage to Persona 5’s cut-ins. I tried both a painted close-up and a simpler silhouette inside the same red slash. The showcase uses the painted version, with the dog’s eye and the oversized exclamation marks pulling focus just before the timing challenge begins.

Team opening sequence. The dog tugs hard on the lead. FULL SIZE ↗
Team opening sequence. The walk takes place under the eyes of a patrol. FULL SIZE ↗

For the moment the patrol spots the walker without a mask, I borrowed the pointing gesture and radiating backdrop of an Ace Attorney objection.

Dog alert used in the showcase. A painted close-up and a torn red slash pay homage to Persona 5. FULL SIZE ↗
A more stylised version of the same Persona 5 homage. FULL SIZE ↗
Patrol alert. The pointing pose and blue rays pay homage to Ace Attorney’s courtroom confrontations. FULL SIZE ↗

I drew three different bad endings. In one, pandemic control staff take the walker away after catching them without a mask. In the oxygen ending, the walker curls up and spirals convey their dizziness. In the chewing ending, the dog looks perfectly happy while the walker has to deal with the result.

Bad ending. The walker is caught without a mask and taken away by pandemic control staff. FULL SIZE ↗
Oxygen failure CG. A cramped pose and spirals show the walker becoming dizzy. FULL SIZE ↗
Chewing ending CG. The dog looks pleased after winning the tug of war. FULL SIZE ↗

The victory animation

Back home

I made the hand-drawn animation that plays when the player finishes the walk. I begin with the front door opening, then cut to a close-up of the dog as the collar comes off. The next shots follow the dog as it jumps onto a purple cushion, lands, turns around and tucks itself in. I linger on the muzzle settling into the fur before cutting to the final illustration of the pair resting together.

Victory animation and shot sequence, drawn by me.

Opening the front door, coming inside and taking off the collar. FULL SIZE ↗
The dog jumps onto the cushion, turns around and settles down. FULL SIZE ↗
The last illustration brings back the compact in-game character designs. FULL SIZE ↗