How can dialogue window feel more doggish?
In Toto’s Journey (yes, that Toto looking for Dorothy in the Magic Land), we’re trying to make everything feel like you’re actually a dog. While usual dog stuff like sniffing and barking is in progress, we're thinking about UI, too, like making dialogues appears as descriptions of emotions, loud accents etc, but that would just ruin the narrative part.
https://reddit.com/link/1tiga2s/video/fwx8rkodf92h1/player
What’s the most dog-like dialogue UI you’d actually enjoy using?