Thank you for the feedback! There is at least one feature that was ready to go in the game, but got squished out of scope for level design due to other time commitments. Certainly I would like to explore other terrain types and dog behaviors. There are some pairings in particular that I think would escalate complexity in a really nice way: introduce tall grass where dogs can travel, but not see through. Pair this soon after with a foil, like a bloodhound unable to see due to droopy eyes, but able to follow scent trails regardless of visibility. Definitely lots of ways to go here.