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SKOOTA GAMES IndieGames Notebook Interview
EVENT REPORT

A Minimalist Indie Game That Exudes a Unique Atmosphere ~ Game Pavilion JP 2025 Report ~ [Part 1]

by SKOOTA 2025.04.03

Hello, this is Mob. I'm back to write another article. Usually, I’m diligently working with the Negolove team at SKOOTAGAMES, but due to the overwhelming positive response to my last TIGS report, I decided to attend the "Game Pavilion jp 2025" event held in Osaka.

It's rare for me, who usually aims to leave work on time, to go out of my way to attend an event... To be honest, the fact that I could ride the Shinkansen on free expenses might have played a big part in my decision. However, the event I visited with such a light-hearted mindset was filled with more discoveries and inspiration than I had anticipated.

This report series will be themed "The Expanding World of Indie Games," and I will deliver it in three parts. Participating in an indie game event in Osaka for the first time allowed me to experience a completely different atmosphere compared to the game events I've attended in Tokyo. The games on display were incredibly diverse, ranging from nostalgic titles that felt familiar to completely new experiences that evoked fresh sensations.

In this first installment, titled "Minimal Indie Games with a Unique Atmosphere," I will introduce two titles that, despite their small scale, provided a deep sense of immersion.

Tokage Metro GB: A Handheld Adventure Blending Nostalgia and Novelty

The handheld device allowed me to feel the expansive world within its tiny screen.

The first title I want to introduce is Tokage Metro GB. This is a 2D exploration action game in the Metroidvania style, notable for running on a handheld device. At the event, I picked up this small device and played it, experiencing a strange mix of nostalgia and freshness.

With a simple premise of controlling a green lizard to explore a "Cricket Nest," the demo play, which lasted only about 10 minutes, revealed unexpected depth. The gameplay and controls are intuitive, designed to feel natural with just a light touch.

The charm of exploration adventure games lies in their freedom, where clear paths are not laid out. This game is no exception, as I wandered through the caves at my own will, filled with joy at unexpected discoveries and the creator's clever tricks. The world that unfolds within the small screen was brimming with ingenuity and creativity that turned its limitations into strengths.

The details within the game were sprinkled with playful elements. Overall, it follows a classic flow of exploring nests, defeating enemies, and unlocking new abilities, but there are small surprises prepared throughout.

What stood out particularly was a device resembling a communication device that appears in the game. Not only does it function as a save point, but it also allows you to change the protagonist's skin, transforming from the initial green to the red "Attack Lizard" or the metallic "Metal Lizard."

It's just a change in a pixel art representation the size of a claw, yet the satisfaction it brings is quite significant. For someone like me, who could only think of entering a player name as a customization element in such small games, this little innovation was quite shocking.

The map is dotted with hidden areas, and I was only able to find two within the time limit. The design that stimulates the desire to explore, suggesting "there must be more," was excellent. If I get the chance to play again, I would like to search more thoroughly.

The creator, aze3, is said to be active as a designer in the game industry in their main job, and this game was made as a hobby. Perhaps as a result of the fusion of professional skills and personal passion, it was a work that felt delicately crafted, despite its small scale.

The sensation of the buttons on a handheld console lingering on my fingertips, and the faint display of the LCD screen. The nostalgia of those elements, harmoniously blended with modern game design sensibilities, is an experience I won't easily forget.

Return Journey: A Journey Woven with Silence and Thought

You can feel the atmosphere emanating from the color scheme of the title screen.

Next, I would like to introduce "Return Journey". This is a puzzle game characterized by its unique atmosphere, featuring 2D pixel illustrations. The game involves placing panels of specific shapes on a map made up of square tiles to connect paths, creating a structure that is simple yet never easy.

One notable point is that the goal of this game is not simply to find a path. More accurately, you must find the "correct path." The protagonist, a girl, always walks on the tiles along the route closest to her destination, so you must avoid incorrect destinations and bring along your companion crow. Even with its seemingly simple structure, the game requires a greater sense of purpose while playing.

Among the games I played at this event, I felt this was the one that required the most brainpower. Simply placing panels in empty spaces does not create a path; if the panel is placed on an empty tile, a new tile is generated, and if it is placed where a tile already exists, that tile disappears. This mechanism adds a level of difficulty that cannot be covered by simply filling in tiles.

Just when I thought I was getting the hang of it, an element was added where I had to take my companion crow without heading straight to the goal, leading to an even more challenging situation. I managed to play until the end by placing and resetting tiles, but I was sweating with anxiety, thinking someone might be waiting behind me.

I always think this, but playing puzzle games at events like this means facing the pressure of possibly having someone standing behind you. However, because of that, the sense of achievement when you succeed is incredibly great, which makes you want to play despite the discomfort. It might be difficult to decide to play at first, but once you actually play, it remains a fun memory.

Of course, the gameplay is important, but as I mentioned earlier, it was a game with a wonderful atmosphere. The distinctive pixel art not only caught the eye but also the subtle and quiet BGM, along with the faint sound effects, were elements that made me gasp in admiration even while I was struggling with the puzzles.

This is after the crow mechanic was added, but when heading to the destination with the crow, there was a charming detail where the crow would perch on your head. As for the story, I can't go into detail to avoid spoilers, but I felt it was enough to spark curiosity about "what awaits ahead."

It was a rare encounter where I found a title that combines puzzles, story, and world-building, leaving me with high expectations. I felt this event had significant meaning, marking a valuable meeting.

Whenever I meet creators of puzzle games, I always want to ask a certain question: "When and how do you come up with such puzzles?" It's a classic question. However, this time, I unusually spent time discussing other elements and didn't have the chance to ask this question. If I have the opportunity to meet them at another event, I highly recommend giving it a try. If it’s too difficult, the creator is kind enough to provide hints, so don’t hesitate to ask.

The Power to Provide a Deep Experience, Even in Small Packages

There are still many more games to introduce.

The two games introduced this time, “Lizard Metro GB” and “Return Journey”, share a commonality: they both have a seemingly simple and minimal design while possessing the strength to draw players into their unique worlds.

The small lizard's adventure expressed on limited mobile hardware and the logical puzzle journey unfolding in a serene atmosphere can both be seen as works that cleverly utilize "smallness" as a weapon, showcasing creativity within those constraints.

Moreover, astonishingly, both were developed by small teams or individuals. I believe these titles remind us that even without large teams or massive budgets, a clear vision and passion can create experiences that resonate with players.

The charm of indie games may lie precisely in these "small yet deep" experiences. The games I encountered in Osaka were a valuable reminder of the diversity and potential of the indie scene.

Next time, I will report on "Indie games armed with unique concepts, yet feeling dark," featuring works that surprise with innovative and bold ideas. Stay tuned.