SKOOTA GAMES IndieGames Notebook Interview

Games that tell each individual's "soul" - Tokyo Game Show 2025 Independent Game Exploration Record [Part 2]

by SKOOTA 2025.10.17
The situation at Exhibition Halls 9-11, which many visitors flocked to.

Now, as the enthusiasm from the previous article has not yet faded, the report will continue into the latter part. Next, let me, Mobu, talk about three shining gems discovered amidst the hustle and bustle of Makuhari Messe.

In the previous article, we introduced Chinese games that reveal the absurdities of modern society, Russian games that exude a strong atmosphere transcending language barriers, and German games that embody an overwhelming "experience" beyond theory, each showcasing different philosophies. It is precisely because of such a grand event that the personalities encountered in the corners stand out even more.

In the latter part, we will introduce games from other equally energetic countries. There exists a pure "heat" that cannot be explained by theory or refinement, akin to the creators' initial impulses. Or perhaps, a comforting "nostalgia" that evokes memories of past obsessions. Additionally, there is the "joy of reunion" that can only be experienced in the pursuit of independent games, transcending time.

So, let's start immediately with a game that captures the passion of South America.

Lucha Masters: Mighty Lucha: An Unfathomable Yet Tangible "Heat"

https://www.youtube.com/watch?v=jLkESuFabxo
First, please watch this overly mysterious introduction video.

So, the first game introduced in the latter part is Lucha Masters: Mighty Lucha from Mexico. My encounter with this game began with a strange introduction video. In the video, a man deliciously bites into a taco, while an Ahorotel (a large lizard) sneaks up behind him, snatches the taco, and escapes... Honestly, it was impossible to glean any game content from that video, but it had enough impact to spark a strong curiosity of "What on earth is this?"

After actually playing at the booth, that feeling of "What on earth is this?" deepened. This game is an action-adventure title for up to four players, featuring nostalgic 8-bit style graphics. In today's independent game scene, many titles boast unique ideas and innovative systems, but a game like this, which possesses the soul of old arcade games and is, in a sense, very "naive," feels refreshing and strongly captured my attention.

However, contrary to its nostalgic appearance, the difficulty is quite high. Enemies appear in succession, and the traps are challenging to deal with... I exhausted my energy in the same spot multiple times, and ultimately, after my third attempt, I had to put down the controller in tears.

The game's structure is quite simple, defeating enemies through jumping and attacking.

Normally, I might conclude here by saying, "This game isn't really for me." However, this game possesses a mysterious "heat" that transcends such theories, attracting players and making them want to understand its true nature. Later, I looked it up and seemed to grasp the source of this heat. The story revolves around the Ahorotel's "Luchador" fighting to defeat the god of death "Mictlantecuhtli" from Mexican traditional legends and myths, particularly Aztec mythology.

I see, I couldn't help but pat my knee. The energy I felt from this game, which was difficult to understand, may be a pure crystallization of the developers' deep love and respect for their country's culture (wrestling, Aztec mythology) and their original intention of "We want to put everything we find interesting into it." This is a unique brilliance of independent games, not something that can be produced merely through refinement or calculation.

By the way, even though I repeatedly faced game over, I still received a small character figurine from the gacha machine set up at the booth. This small gesture of warmth provided me with a bit of comfort, something I can only say here.

Shin Yondai - Onmyoji Miko: A Mysterious Dungeon Intertwined with Nostalgia and the Fear of "Wa"

This is what the booth looked like.

Next, I would like to introduce the only work from Japan in this report, Shin Yondai - Onmyoji Miko. This Japanese-style stealth dungeon exploration game showcased at the KADOKAWA Game Linkage booth may remind those over 20 of the "Mystery Dungeon" series created by Chunsoft. I personally encountered this genre through the Pokémon series, allowing me to play with a sense of nostalgia.

The story begins with the protagonist "Yono," a miko, stepping into a mansion filled with strange creatures in search of her missing brother. In this eerie mansion, where the structure changes with each entry, players will control Yono to evade or confront the attacking yokai and delve deeper into the mansion.

What makes this game interesting is that the protagonist Yono is essentially a weak being with no means of attack. Therefore, players must not only defeat enemies to progress but also set traps using items or master the enemies' positions to avoid them, constantly needing to think strategically. This sense of "vulnerability" combined with the world of Japanese horror creates a unique tension.

What surprised me the most was the high quality of the sound effects. Even though it’s a demo version, the character dialogues are fully voiced, which amazed me. More importantly, the balance of ambient sounds and volume is adjusted very comfortably, cleverly creating a serene sense of fear. By the way, when I checked if there were any monsters behind the door, the "申し申し" sound I heard was very cute and left a strong impression on me.

Of course, the system of setting traps or attacking specific areas is not uncommon in this type of game. However, seeing these elements reinterpreted in the world of "Wa" as objects and settings that I don't usually encounter was a small but delightful experience for me.

Unfortunately, in this demo version, I couldn't experience the diverse enemies and mechanisms seen in the trailer, as well as the part where another personality appears in times of crisis, which are core to the story. However, this also raises my expectations for the final product. I look forward to uncovering the full picture of this nostalgic yet novel "Mysterious Dungeon."

Reverie: A Puzzle of Reversed Space and Memory Reunion

This is a video that clearly conveys the game's content. Quoted from the Steam page.

Now, to wrap up my visit to this year's Tokyo Game Show, I want to introduce a puzzle adventure game from Korea, 'Reverie'. This title caught my attention in the Selected Indie area with its original system.

The core of this game lies in the reversal of "buried space" and "open space," which is a very unique rule. Players can stand in black square spaces and freely move in empty spaces. These two characteristics can be interchanged through specific actions. Places that were once walls become roads, and places that were once roads become walls. This simple rule transformation creates astonishing and profound puzzles.

Whenever I encounter many puzzle games, I always think, "How did they come up with such an idea?" This pure surprise and respect. For someone like me who isn't very good at puzzle games, this is also the first step to understanding and enjoying the game. 'Reverie' posed this question to me as well.

However, what makes this encounter with the game even more special is that it’s not my first meeting. In fact, I had previously encountered an early version of 'Reverie' at another event. It was indeed last year at "Burning Beaver" with Hana-senpai. From my memory at that time, this work seemed to be a more rigorous and pure puzzle game. While I was attracted by its unique art and worldview, I felt a bit uneasy about its difficulty.

About 10 months have passed. The game "Reverie," which we unexpectedly reunited with at the world's largest gaming festival, has indeed shown significant evolution from what I remember. This time's demo, while shorter in playtime than before, has added a more detailed introduction to the story, characters, and world-building.

When chasing after indie games, there are times when you encounter such delightful reunions. Parts that once felt slightly regrettable or aspects you silently hoped "if only it were like this" have been perfectly supplemented over time and presented in a form that can reach a wider audience. This is one of the irreplaceable joys for fans of indie games.

Once likely to attract only pure puzzle enthusiasts, "Reverie" has now grown into a profound work that gently welcomes players drawn in by its unique atmosphere. It is precisely because I can witness this delightful transformation that I chose to feature this game as the conclusion of this lengthy report.

Conclusion of the Report

I forgot to mention, SKOOTA GAMES also had a booth!

So, what do you think about the six indie games from different countries introduced in the 【first part】 and 【second part】?

The absurdities of modern society revealed by China's "Thank You for Your Application." The atmosphere of crossing language barriers depicted in Russia's "SOBAKISTAN." The experiential power that transcends rationality showcased in Germany's "PVKK." The incomprehensible passion radiated by Mexico's "Lucha Masters." The nostalgia and new fears awakened by Japan's "Deep Four Eyes - The Onmyoji." And the delightful reunion and genuine growth story presented by Korea's "Reverie."

The common thread among these six works is that even amidst the hustle and bustle of the Tokyo Game Show, the creators' steadfast "soul" always exists at its core, never to be buried.

The glamour of major titles is indeed impressive. However, in such diverse countries and cultures, the creators' insistence on pursuing what they believe to be "interesting" generates a diversity that, while sometimes distorted, shines with a charming brilliance. Being able to connect with these experiences is perhaps the greatest joy of walking through the indie game section of the Tokyo Game Show, and I felt that once again.

The six different "questions" they posed have once again inspired me and given me some homework. So, what will my "answers" look like? That is another story.

Well then, see you in the next report.