
Hello, I'm Mob. I'm part of the Negolove team at SKOOTAGAMES. Today, I'm bringing you the Kawagoe GAME DIGG report, delivered in the rain, and this is the 【second part】.
In the 【first part】, we introduced two unique works that stood out even in the rain: 'Yugiri Ninja', which encapsulated the passionate feelings of the local community in a bowl of udon, and 'MeloMisterio -play your melody-', which provided an unforgettable auditory experience where players themselves create melodies in a special space called "Koetoko." Both left a deep aftertaste that cannot be fully expressed by simply saying the game systems are interesting.
Now, in this 【second part】, we will focus on two works that left a deeper impression related to more personal feelings and memories, or perhaps the essence of play. These experiences felt like touching the gentle gaze of the creators through the screen, or vividly reminding us of the original scenery of "gathering together to play," which we had completely forgotten.
One is a game that seems to carefully depict the warm and gentle atmosphere of the air after the rain on that day in Kawagoe. The other is a game that, without any complicated reasoning, brings us back to our childhood, making us realize the primitive excitement and joy of playing together, to the point of involuntarily shouting out loud.
Both works are likely etched more strongly in my memory precisely because they were encountered on that rainy day and at the somewhat unusual event of Kawagoe GAME DIGG. Now, let's take a closer look at the first work of the 【second part】, a heartwarming adventure in the satoyama.
Satoyama no Oto: Haru Sanpo - A Little Adventure of a Tanuki Merging with the Sound of Rain and a Forgotten Perspective

As I walked around the venue, soaking in the beautiful echoes of 'MeloMisterio', I encountered the next wonderful work, 'Satoyama no Oto: Haru Sanpo', almost as if guided. What struck me strongly upon playing was how naturally it blended into the atmosphere of the venue and the damp rain of the day, to the point where I thought, "Could this have been created for the Kawagoe GAME DIGG event?" It was not an exaggeration; I could hear conversations from surrounding booths saying, "This game fits the atmosphere perfectly."
The genre is a point-and-click adventure. The tanuki receives a heartwarming letter from his friend, the fox, inviting him to have a picnic under the cherry blossoms, and sets off on an adventure to find the cherry tree. He relies on the advice of animals he meets along the way and carefully examines the plants he sees by the roadside to find the correct path. The story unfolds in a way that evokes distant memories, with warm art design reminiscent of watercolor brushwork. While cold rain poured outside, the game welcomed players with fully bloomed cherry blossoms.
It has a picture book-like atmosphere, but I was surprised by how much it felt like a "game." Even if it’s not the grand adventure we usually imagine, within the small and micro adventure of "going to meet a friend," the "fun of trial and error" and "joy of discovery" that players expect from games can be packed in abundantly, which deeply impressed me.
Players will carefully observe the surrounding plants based on the guidebook they hold and the advice from the animals. They will use the characteristics of specific plants as clues to deduce which path at the fork ahead leads to the cherry tree goal. It felt like a charming exploration experience reminiscent of a free research project from elementary school, and I found myself completely absorbed in the short playtime.


Why do such experiences linger in our hearts? It's not just the joy of immersing ourselves in a meticulously crafted grand story, but also the opportunity to touch a world depicted from such a micro perspective, allowing us to glimpse how the creators perceive the nature and world around them. Perhaps it's because we can relive a part of that warm perspective. Honestly, there are surely many sensibilities and viewpoints we had in childhood that we unknowingly lose over time. This game gently scoops up those forgotten feelings... the joy of small discoveries, providing players with a truly grateful experience.
By the way, there's an interesting episode regarding how I stumbled upon this wonderful game. In fact, it all began with a postcard that was casually placed on a table in a corner of the same venue as 'MeloMisterio', "Koetoko." I was drawn to the beautiful illustration of a cherry blossom tree on the white paper, and when I casually picked it up, I found a cute four-panel comic on the back. It introduced the rough premise of the game, and I was amazed, thinking, "What a cute game this is," and I ended up heading straight to the booth. I plan to keep this postcard especially safe from now on.

The one above seems to be from the previous work.

Like that postcard, the related merchandise was delicate and charming. The designs of the bookmarks distributed at the booth were all excellent, and I couldn't help but take one of each. By the way, the bookmarks were suggested to be available for a donation starting at 50 yen, but I felt they were worth much more than that, so I calculated and paid 200 yen for four types at 50 yen each. ...Up to this point, everything was fine, but I made a huge mistake by forgetting my wallet at the booth. If the creators hadn't remembered my face, I would have faced the tragedy of having to return to Kawagoe from Tokyo in that pouring rain to retrieve my wallet. Thank you so much for that time...
Indie games often reflect the creators' "likes" very vividly, but sometimes they can also be selective about their players. This work conveys a deep love for plants and animals, and perhaps because of its unique and warm expression, it has an appeal that naturally attracts even those who are not familiar with it. It's akin to the feeling of being drawn in by someone who talks about their area of expertise with more enthusiasm and passion than anyone else, even if your interest in the theme itself is moderate. This game has provided a valuable experience that allowed me to reconnect with the "heart that appreciates the flowers and small creatures by the roadside," which may have been dormant within me.
PONKOTS: The Unpredictable "Ponkots" Creates the Ultimate Chaos and Cooperative Excitement

Now, the last game I want to introduce in this report, and the one I personally found the most "fun!" while playing and shouting the loudest at this rainy Kawagoe GAME DIGG, is 'PONKOTS'. Just from the name, you can sense that something extraordinary is about to happen.
The concept of this game is essentially about "supporting each other's weaknesses." It's a cooperative 2D casual action game that can be played by 3 to a maximum of 8 players. In terms of the world view, players control small toys, helping each other to survive while escaping from the evil tin kings... Despite its cute appearance, there seems to be a story that carries a hint of darkness. The basic rule is surprisingly simple: players must continuously run away to avoid getting hit by incoming cannonballs (Houdan).
However, there's a strong twist here. Every certain amount of time, one player randomly becomes "Ponkots" and falls into an uncontrollable state. Other players must desperately push their immobilized teammate out of the way to avoid getting hit by the Houdan, and sometimes even act as a shield to protect them. In a situation that changes moment by moment, players' quick judgment and teamwork are put to the test.
It might be hard to grasp just from the explanation, but I believe the fun of this game is the kind that can't be fully conveyed without experiencing it. However, from my experience, it was undoubtedly the game that made me shout the most during the event. Of course, this is under the premise that it was okay to be a bit loud in a venue close to the outdoors where it was raining.

Having a minimum of 3 players was a bit of a hurdle, and as a solo participant, I was about to give up, but two of the creators kindly joined in, and an impromptu play session began. Despite being strangers, it felt like gathering at a friend's house to start playing Super Smash Bros, with a friendly atmosphere. After a brief game explanation, I found myself desperately controlling the toys. There are many more elements in actual gameplay, but what’s certain is that it continuously creates "chaos with no time to breathe," with everyone shouting "Whoa!" "It went that way!" "Help me!" in a way that resembles screams, yet laughter never stops—it's the ultimate party game experience. Of course, the enthusiasm of the creators was also fantastic.
To describe this fun, it feels like being in a situation where "the timer on a ticking bomb has only 1 second left, and you have to cut the right color code, either red or blue." Everything from becoming Ponkots, cannonballs, to gimmicks is calculated to create an unpredictable "chaotic feeling." The retro 90s-style art, the metallic sound effects that clank, and the upbeat BGM that heightens the sense of urgency all amplify the tension. And the core of the experience is the exquisite use of "randomness." With many elements determined randomly, players are constantly placed in a state of instability and uncertainty. They have no choice but to improvise in response to unexpected threats. This "anxiety" fosters a sense of unity that compels cooperation, ultimately transforming into "hilarity." After playing this game, I felt like I had touched one of the ideal forms of what truly fun cooperative games can create.
…I’ve passionately shared my thoughts, but I have one personal and perhaps unconventional interpretation (this is my own interpretation). I felt that this game might be, in a sense, a "counter-thesis" in modern times. This is because, in recent years, games seem to focus on refined solo experiences and individual skill, but the cooperation in 'PONKOTS' is much more primitive. It emphasizes mutual aid, where teammates literally put their bodies on the line to help the "Ponkots" member. It values the sense of unity in the "scene" over individual proficiency, and the accidental joy of being "together"—that original scene of making noise at a friend's house might be the core of this game.
The handling of "randomness" is similar. In many games, randomness is often used as a "convenient universal seasoning," but 'PONKOTS' is different. It doesn't help players; rather, it threatens them, creating a sense of urgency that forces them to cooperate in chaos. That's why players end up laughing while screaming. It might be very close to that feeling from childhood when everyone jumped on a trampoline, unable to stand on the unstable surface, rolling around while somehow laughing together.
I couldn't have a deep conversation with the creators, but above all, I want to express my heartfelt gratitude for their enthusiasm and for enjoying the play session with me, a complete stranger. Usually, trying out a game that is based on cooperative play alone is often a high hurdle both physically and psychologically, but with 'PONKOTS,' after playing, I felt a strong urge to say, "I absolutely want to play this game with someone!" This is a feeling I haven't had in a long time. Although it's still in development, it made me think, "I need to make sure to have friends to laugh and roll around with before this game is released." It was a wonderful encounter with an amazing work that instilled a strange determination (?) and anticipation for the future.
A Rainy Kawagoe, A Once-in-a-Lifetime Encounter with Games

Now, I have talked about four unique indie games that captured my heart at the Kawagoe GAME DIGG, held in the rain: 'Yugiri Ninja', 'MeloMisterio -play your melody-', 'Satoyama no Oto: Haru Sanpo', and 'PONKOTS'. Each of these encounters felt like a once-in-a-lifetime experience that might have left a different impression had it not been for the weather and the location that day.
To be honest, the "open town" concept, which was supposed to be a major feature of the event, was somewhat hindered by the continuous rain, making it difficult to fully experience its potential. The ideal way I had envisioned—wandering through the historic streets of Kawagoe with a pamphlet in hand, visiting the scattered booths—was certainly not fully realized.
However, that does not mean that the experiences at this event were meaningless. 'Yugiri Ninja' taught me about the enthusiasm of local communities and the potential for new interactions through games. 'MeloMisterio' resonated with a strange acoustic experience where historical architecture and digital art merged. 'Satoyama no Oto' gently reminded me of the small adventures lurking right next to our daily lives and the gentle perspectives we tend to forget. And 'PONKOTS' delivered the primal excitement of cooperative play and the best chaos filled with laughter.

Each of these intense gaming experiences, even in the face of bad weather, perhaps shone even brighter because of it, leaving a deep and vivid mark on my memory. The sincere efforts of the developers at each booth, who were passionately trying to connect with us while shaping their "likes" and "things they wanted to create," undoubtedly contributed to that brilliance. Ultimately, I realized once again that no matter the circumstances, interesting and moving games never lose their essential charm.
This time at Kawagoe GAME DIGG was a highly stimulating and educational day that made me reconsider "What is indie gaming?" and "What is the significance of offline events?" from various angles. I feel I gained many insights and discoveries not only from the perspective of a mere gamer but also as a developer creating the same games, and as an individual living daily life. Especially through my encounter with 'Yugiri Ninja', the sensation of having my rigid preconceptions "drained" felt like it would positively influence my future game development and my approach to indie games.
Now, with many stimulating encounters and a few personal tasks in mind, I think it's time to wrap up this report. I'm sure there are still many unknown charms sleeping in the streets of Kawagoe, which I couldn't fully enjoy in the rain. If I have the opportunity to visit this place again, I would love to leisurely explore the streets under a clear sky.
The world of indie games is surely continuing to create new surprises and emotions somewhere in the world at this very moment. With excitement about what wonderful encounters await next, I will sign off for now as it's time to go.
By the way, how's the progress of our SKOOTAGAMES, Negolove team? Well, let me talk about that another time.
Until next time, see you in the next report!