[Review based on April 2026 demo version.] This seems like a game with potential, but could definitely benefit from playtesting feedback. The first thing that leapt out at me is: in a game themed around adorable doggos who are keeping your farm free of rats, the (unchangeable) pet names are... "Dog 0", "Dog 1", "Dog 2" and "Dog 3"? (I bought a dog to test if the trend continued, and yep, "Dog 4".) One of the strengths of that theme is the ability to start developing attachments to individual dogs, which is much harder to do when you're staring at a spreadsheet of raw numbers.
That may seem like a tiny nitpick, but what it establishes is the game's first impression -- something which, no matter how much thought has been put into the programming of the mechanics, cuts right to the heart of the gameplay experience. Giving the dogs individual names feels like such a basic component of a game like this that I couldn't play without wondering why it wasn't done. (Also, starting the dogs' numbering at 0 feels like a computer's decision rather than a human's -- I'm not accusing this of being an AI product, but for a lot of people, it's going to come across that way.)
The game seems to be focused on improving your dogs through breeding -- an offspring generally will improve on its parents' traits in all categories, with a notable exception: bite damage. Breeding two of your starter dogs will give you a dog that is generally better than a starter, but only does 2-6 bite base damage instead of 12. It's possible the formula is broken, or that there's some bonus which dogs get over time which is never explained and which resets for puppies. (There's hints that dogs earn experience over time, but I can't find any way to see how they improve.) The most cost-efficient thing you can do at the beginning appears to be cranking up your stable stats, which power up newly purchased/bred dogs, and then start buying new dogs; for about a 50 GP investment you can roughly double your dogs' effectiveness rather than sinking cash into your starters.
The game also provides the option to reduce the run times from their default 5 minutes, but doesn't tell you that every completed run advances the clock -- so if you do nothing but short runs, your dogs are rapidly aging. Of course, if you do nothing but long runs, your dogs are probably going to get KO'ed as the rats start to attack back, and every time they get KO'ed there is a chance of injury. I admire this in the abstract -- longer runs developing a kind of push-your-luck mechanic -- but none of this is ever explained. The game does have a number of help panes to introduce you to each tab, and most elements have tooltips on a mouse hover, but an introduction to the basic gameplay loop (or some sort of goals system telling you what to aim for as you start) would go a long way.
That's about all the feedback I can provide, as it didn't grab me enough to finish the demo, but I hope it helps the developer make some revisions with an eye toward smoothing out the user experience, since the game itself seems fine.