DogOnline.net is a cute little browser pet game!
It's basically "a Neopets", if you will - you make an account, adopt and name some little gif or pngs of animals, visit various shops and daily activities on location maps, etc. You adopt pets that are relatively "basic" and can then use transformative items to turn them into something wild-looking and rare (like a living plushie) if you want, you know the deal. The dogs even all have little customizable pages with MIDI music; not the full HTML freedom of classic Neopet pages, but a lot more customizable than a Flight Rising dragon's page. (Not my dog, for the record. My dogs' pages aren't good enough to share yet...)
However, your ability to see or interact with other players is very limited - you can see other people's dogs on the top dog rankings, but you can't see the accounts that own those dogs. There is, in fact, no place on the entire site you can see a stranger's username. In order to friend people (which is necessary to interact with them), one person has to share their friend code with the other person, by copying and pasting it into an off-site means of communication, at which point the person who received the code can use it to send a friend request. Even after you've friended a person, there's no way to send text messages on-site. There are no player-run shops or markets, either.
This creates a strangely "solitary" feeling, which reminds me of static-website cyberpets that predate Neopets. There are no walkthroughs, no forums. The only way to learn about secrets is on your own, or from people you talk offsite who also play. A wiki technically exists, but is not in an actually useful state. The charmingly simple, MsPaint-style graphics also remind me of old cyberpet sites run by children and other amateur artists, although here it's clearly part of an intentional vibe.
An interesting thing is that traditional Neopets-like hunger mechanics do not... exist? The "nutrition" stat is simply a stat that levels up from eating new types of food, the same way that "bravery" levels up from fighting new monsters, "coordination" levels up from catching new fish, "hardiness" levels up from harvesting new crops, or "creativity" levels up from reading new books. (Stat increases, in general, are only granted for new things. Grinding against enemies you've already fought, catching the same fish, or harvesting the same crops doesn't increase stats. It's an... interesting system, don't think I've seen anything like it before.)
Ultimately, the process of feeding pets that many Neopets-likes have is what has made it difficult to get back into Flight Rising - building up depleted food reserves is fucking sisyphean if you've fallen behind and have more than a tiny handful of dragons. (Neopets itself, in the olden days, limited you to four pets -- apparently now you can have up to twenty six!? That's a lot...) I think the lack of "hunger" in a traditional sense is what also reminds me of static cyberpets, since those couldn't be fed - though a few of them did have numerical stats that could be raised or bred. (Which was kind of more a "agree to play by the creator's rules for how things work" roleplay thing, due to the nature of static-site pets. Someone could theoretically just steal a cyberpet graphic off a site and lie about its stats on their own page; I imagine many people did.)
The turn based combat game - the Lonely Tower - has some serious game design flaws, but is also significantly less painful than Flight Rising's Coliseum. 'Coli' is bad, so fucking bad, and a complete rework of it into something less awful might make FR meaningfully playable again for me. I wish a person who's seriously knowledgeable about game design would swoop in and dissect what makes it suck, because a small section of the playerbase is constantly making excuses for it.
I'm excited to see further evolution of the "browser game" branch of the cyberpet family tree!