
Hello, I'm Mob. I'm part of the Negolove team at SKOOTAGAMES, where I spend my days typing away on the keyboard and occasionally brewing coffee.
Recently, I attended the first offline gaming event, Burauri Kawagoe GAME DIGG, held in Kawagoe City, Saitama Prefecture.
By the way, this event is a bit unique. Instead of having a specific venue, it was designed as an "open town type," utilizing the entire historic city of Kawagoe as the stage. When I first heard about this concept, I was curious and wondered what it would be like to encounter games throughout the town.
However, the weather on the day was unfortunate... During the event, it was raining steadily all day, which posed a bit of a challenge for an open town type event. Still, with an umbrella in hand, I cheerfully explored the booths that were on display, and I did indeed encounter some interesting games.
In fact, I feel that the weather made the experiences even more memorable. In this report, I will share my impressions of four indie games that particularly caught my attention at the rainy Kawagoe GAME DIGG, along with the atmosphere of the day.
Yuzan Ninja: Local Love and the Fixed Ideas Cut Away in a Bowl of Udon

It also mentions an event that I will explain below.
The first booth I stopped at during the rainy Kawagoe GAME DIGG was for 'Yuzan Ninja'. First, let me introduce the catchy tagline: "We turned the fierce battles in the backyards of Kagawa's udon delivery into a non-fiction game (just kidding)"... Just this line alone gives a hint that something interesting is about to happen.
In terms of gameplay, players become ninjas who make udon, defeating incoming enemies (who seem to be assassins targeting the secrets of udon making) while serving freshly made udon to customers waiting at the counter. The action is simple and intuitive, with players moving using the arrow keys while performing the "draining" of the udon. While moving, you drain the udon to defeat enemies, and in front of customers, you serve the udon by pressing the Z key.
However, what you should keep in mind about this game is that the ultimate goal is "serving the customers." The attack method of "draining" requires the essential "udon," and without it, you can't fight or serve. Therefore, it's not just about the thrill of defeating enemies; it also challenges you to balance how to fulfill "service to the customers" while managing the udon as a resource. This unique approach was quite impressive.
When I actually played it, the simple controls and lively action packed it with the charm typical of a mini-game that anyone can enjoy right away. The comical movements of the characters and the inherent humor of the udon theme were also fantastic. It truly deserves the evaluation of being "small yet thoroughly enjoyable."


In fact, this game has been available on Unityroom since 2018, so you might be wondering, "Why now?" However, the accessibility of "anyone can easily play right away" is very important in the context of this event. The reason this game is featured here is tied to that.
When I spoke directly with the creator at the booth, I learned that 'Yugiri Ninja' was born from a community of game creators in Kagawa Prefecture. It's not just a product of a game jam; it embodies the regional identity of "Kagawa" and the aspirations of the creators rooted there. This also explains why the theme was about udon.
In fact, this game has also been exhibited at the locally-focused game event "SANUKI X GAME", and this time, the organizers, "Sanuki GameN," were also present. I heard that they hope this game will spark interest in Kagawa and the activities of local creators. "It would be amazing if this encourages people to come visit Kagawa!"... I couldn't help but nod in agreement with the passionate words of the creator.
Just hearing the creator's thoughts made me feel, "I'm really glad I came all the way to Kawagoe."

Looking back, I feel that my perspective on my own games has been skewed too much towards that of a gamer while participating in several game events recently. However, after engaging with this game and the story behind it, I felt a refreshing "draining" of the complicated theories and fixed ideas I had about what indie games should be, much like freshly made udon. "This kind of approach might be a true aspect of indie," I thought. It was a work that reminded me of an important perspective I had almost forgotten.
Above all, the creator's enthusiastic and joyful discussion about the game and their love for Kagawa left a strong impression on me. I felt like I caught a glimpse of the service spirit underlying 'Yugiri Ninja,' which aims to deliver the best udon (i.e., game experience) to customers. "When I stand at a booth, I need to have this level of passion and sincerity," I thought, leaving with a sense of homework as I headed to the next booth.
MeloMisterio -play your melody-: A Quietly Resonating Melody and Improv for Everyone


Melodies flow from both speakers.
After reflecting on my feelings for Kagawa at the 'Yugiri Ninja' booth, the next stop was 'MeloMisterio -play your melody-'. This game features a unique 3D platforming experience where you can perform improvisational music (!) with just simple controls of jumping and dashing. Just this introduction alone conveys the game's uniqueness.
However, the controls are cleverly designed. Jumping and dashing are each assigned to "two buttons," and every time you press a button, a specific sound (like a beautiful xylophone) plays. The pitch of the sound is set for each button, allowing players to create their own melodies on the fly with every movement action.
Of course, this pitch variation is not just for atmosphere. It is closely tied to the core 3D platform puzzle of the game. You can manipulate blocks that change position according to the pitch of the sound to overcome obstacles in front of you. Once you understand the system, it can be applied intuitively, making the puzzle aspect quite challenging. This game not only boasts a novel concept but also successfully combines the fun of platform puzzles. That’s how I would evaluate it at first glance.
When I actually played it, to be honest, the difficulty was a bit higher than I expected. You need to get used to this pitch gimmick, and there’s the inherent severity of a 3D platformer where you have to be careful not to fall off the platforms, which initially left me a bit confused. Still, the interactivity of creating music with every action I took naturally sparked a desire to challenge myself with "just one more time!" The visuals were sparkling in a digital space, but not overly flashy to the point of hurting my eyes, maintaining a pleasant balance that left a good impression.

However, it is essential to mention that this game was exhibited in the historic building known as "Koetoko (formerly Kawagoe Textile Market)." Being able to play in this charming location was a luxury unique to Kawagoe GAME DIGG and a special experience. Amidst the sound of rain and the building's tranquility, the clear, beautiful sounds resonated in response to the players' actions. Moreover, since each player's melody is different, listening from the side evoked a certain "emotionality." The constant live performances flowing in the venue were incredibly clever, making it easy to listen without getting bored, which was a significant advantage.
Indeed, it felt as if "the organizers intentionally placed it here."
It's a simple thought, but beyond the game's inherent fun, it was an invaluable experience for someone like me, who has no musical instrument experience (I can only play castanets), to be able to "improvise." I felt nothing but respect for the pure intention of the creator, who graduated from a music university and expressed a desire to let everyone experience the joy of improvisation through a game. Although I usually don't play this genre much, I felt compelled to create my own melody once it is released… this game made me feel that way.
Next: The games I encountered in Kawagoe and what lies ahead

So, this concludes the first part of the Kawagoe GAME DIGG report, featuring 'Yugiri Ninja' and 'MeloMisterio -play your melody-'.
To be honest, the rain that continued all day may have made it a bit challenging to fully enjoy the unique "open town" concept. However, that’s precisely why each game experience encountered under a roof or in specific venues was likely to be remembered more deeply and vividly alongside the scenery of that time.
In 'Yugiri Ninja', through warm conversations with the developers, I was able to touch on the enthusiasm of the local community embedded in a bowl of udon and the potential connections that games can foster. In 'MeloMisterio', the special space of the cultural property "Koetoko" synchronized miraculously with the sound of rain, allowing me to experience a deeply resonant improvisational "emotionality" that I could never have elsewhere.
These special encounters, which stood out precisely because of the rain, could be one reason why I felt, "I'm glad I came after all." Beyond the format of the event itself, it may be the "thoughts" of the individual games and creators encountered there that ultimately shape the experience of the event.
Now, the report continues to [Part 2]. There, I plan to share about two more wonderful works that surprised me with their distinct personalities and brought genuine smiles to my face. So, stay tuned!