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EVENT REPORT

Seeking a Game That Resonates with "You," Not "Everyone" — Osaka Game Dungeon Report

by SKOOTA 2026.01.09
It's the first event, but it feels like a familiar scene.

Happy New Year! I'm Mob, part of the Negolove team at SKOOTAGAMES.

The new year, 2026, has begun. How did everyone spend their New Year's? As for me, I took a little trip back in time... On December 27th of last year, I was heading to the western city of Osaka.

The purpose was singular. To witness with my own eyes the indie game festival "Osaka Game Dungeon," which marked the last event of 2025 and the first in Kansai.

Although the busy season of December had passed its peak, the venue at Umeda Sky Building in Osaka was swirling with an energy that could blow away the cold. How would the "Game Dungeon," born in Tokyo, create a chemical reaction in Osaka?

As I wandered around the venue, I felt a certain "personality" and "purity" in the games gathered here. Instead of dulling their edges to appeal to everyone, they maintained their sharpness, pursuing a unique kind of fun. This might lead to varying opinions among people. However, when the wavelength aligns, it can become an irreplaceable "best game."

This time, I want to share four games that, while a bit quirky, resonated strongly with me, along with the reasons for my "likes."

Please read on with the intention of discovering your own "likes."

DRAW WORLD: Not "Old Maid," but "Hari-Gari"? A Real-Time Tense Card Battle

At first glance, it almost looks like a movie poster.

First up is 'DRAW WORLD'. At first glance, it resembles a classic RPG made with RPG Maker, exploring maps and encountering enemies in a traditional RPG style. However, its combat system incorporates elements of a "card game," specifically a deck-building system.

By spending costs to play attack and defense cards, you assess the enemy's health and your own situation to make the best move. With this description, many gamers might think of similar titles like 'Slay the Spire.'

However, what sets 'DRAW WORLD' apart from those titles is that the combat is not "turn-based," but progresses in "real-time," with time always flowing.

If existing deck-building games are static strategies like "Old Maid" (Joker removal), where you take your time to find the optimal solution, this game is filled with dynamic tension and speed, akin to "Hari-Gari," demanding reflexes and instant decision-making. Faced with the ever-approaching enemy attacks, your hand naturally tightens as you play cards, creating intense pressure.

To be honest, this system might be a divisive aspect. The "comfort of not being bound by time" and the "depth of thought considering infinite possibilities" unique to turn-based systems are among the reasons this genre has garnered much support.

However, that is precisely why there must be many users who find this game interesting. For someone who doesn't prefer "turn-based gameplay that everyone loves," but instead craves "this exhilarating tension," it should be an unforgettable experience, just as the words suggest. Breaking free from existing grammar, this game brings the unique intensity of real-time action into card battles. I sensed that for players who love that thrill, it will be an irreplaceable top-tier experience.

By the way, it seems that a demo for 'DRAW WORLD' is currently available on Steam. If you're interested in a new form of card battle that tests your quick thinking, I highly recommend giving it a try.

PLATONICA SPACE: Floating in a Space Without Ground, Just "Anxiety"

The key visual is just so emotional and beautiful.

Next up is the 3D adventure game 'PLATONICA SPACE'. Even if this title doesn't ring a bell, many might recognize the name Kazuhide Oka, or his works like 'Natsuno Kanata' and 'Girls Maid Pudding'. Even if you don't, there were likely quite a few who were drawn to the unique serene atmosphere this game exuded at the venue.

The game begins in a mysterious space that seems to stretch on endlessly, where you encounter a girl in a spacesuit. The protagonist (me), who appears to have lost her memory, wanders through the rooms, finding items and placing them to gradually regain her memories... that seems to be the main flow of the game.

Although the playtime was short, what I felt while playing the demo was a "sense of floating precariously in a space without ground." Why am I in this place? Who is the girl in front of me? Who am I? In this unknown space where nothing is clear, I move forward relying only on the single clue of "regaining my memories," searching for an answer that may or may not exist. For some, that experience might feel like "just anxiety."

However, if you find yourself strongly drawn to this game, it might be because within that anxious and awkward initial movement, there lies a hint of expectation of "not knowing what will come next," and the game's "blank spaces" leave room for imagination.

In a world overflowing with games that explain everything and guide you step by step, this game entrusts interpretation to the player. It’s precisely because of such experiences that when the wavelength aligns, it leaves a deep imprint on the heart. I felt that this game seems to be made for those who love that "strange aftertaste of not quite understanding, yet it lingers in the back of your mind."

Cinch Bridge: The Advance of the Expressionless Frog and the Lovable Aspects of a "Character Game"

The serious-looking frog in the center is the protagonist of this game.
Is it smiling a little?

The third game I want to introduce is the 2D platformer 'Cinch Bridge'. Players support the frog protagonist, who automatically moves forward, by placing bridges and objects to help it reach the goal safely. It's a game that, at first glance, seems very straightforward and intuitive, as you aim for the goal while preventing falls and collisions with enemies.

However, despite its friendly appearance, the difficulty level is quite high. What seems like simply building bridges to avoid falling into holes quickly evolves into a variety of mechanics as the stages progress, such as "picking up firewood to burn spider webs" and "picking up swords to defeat enemies." You must instantly judge the processing steps and timing. To be honest, as someone who isn't very good at puzzles, I struggled to keep up with the rapid changes in pace. I felt a bit of regret that if there were more gradual levels, it might have been easier given the low hurdle suggested by its appearance.

Nevertheless, amidst my struggles, there was something that strongly attracted me to this game: the "affection" for the character. The frog protagonist essentially moves forward with a blank expression (though it will turn around if it hits an obstacle). However, watching its surreal demeanor, which remains expressionless in any situation, and the animation of its little hands and feet moving earnestly to push forward, strangely makes you want to cheer it on with a "You can do it!"

In indie game development, resources are always limited. While many works allocate resources to sharpen strengths like "innovative gameplay" or "excellent storytelling," games like this one, which firmly convey the "charm of the character" while being simple, are surprisingly rare.

It may not be a game that everyone can easily clear, but there’s a strange charm that makes you want to guide this expressionless frog to the goal, even after repeated failures. That is the allure I felt in this game, and I believe it’s the reason it captivates certain players.

'Cinch Bridge' currently has its store page published on Steam, where you can also see new characters and mechanics not available in the demo. I look forward to more adventures with this adorable little frog in the full version.

Zashiki-warashi Boyfriend I LOVE Ramen: A Shock Like Rich Broth and an Unexpected "Genuine" Romantic Comedy

The booth decorations were quite impressive.

Finally, I want to introduce the most impressive work of this event in a comprehensive sense, 'Zashiki-warashi Boyfriend I LOVE Ramen'. "Ramen" and "romantic comedy." Both are powerful genres on their own, but the idea of combining them honestly left me scratching my head.

This work is a visual novel. The protagonist, "Sasami," dreams of becoming a legendary craftsman by owning her own shop and making the best ramen. Enter "Marilyn," a ramen specialist with an extremely strict palate. Against Sasami, who has grand ambitions, Marilyn explains the harsh realities of the ramen industry and the mindset of a craftsman, offering to become her mentor.

With its catchy title and striking character design, it may initially seem like a quirky "gag game." Personally, I was a bit taken aback by the solid narrative depicting growth as a craftsman, especially since I was lured in by the genre name "romantic comedy" and expected a sweet storyline.

However, the overwhelming momentum of the game and the satisfaction I felt made even the betrayal of my expectations feel pleasant. What particularly stood out to me was the voice acting. Unlike many indie games showcased at events, this one had a considerable amount of voice lines implemented, and the sense of the bank voices that were reused multiple times was exceptional. I found myself constantly impressed, thinking, "How did they come up with such lines?"

The spontaneous idea of combining "ramen and romantic comedy" was simmered down by the author's talent and passion, resulting in a satisfying bowl. That sums up my overall impression. Of course, there may be some people who are not fond of ramen as a dish. However, just like ramen, which has a rich broth, ingredients, and chewy noodles that create an addictive quality once you get hooked, this game will also become an irreplaceable masterpiece for players captivated by its unique world.

By the way, this game is currently available for free on the "Novel Game Collection." I learned this fact while writing this article, and I can't wait to finish my draft and dive back into the game. If this article has whetted your appetite... no, sparked your interest, please be sure to check it out.

In 2026, Seeking a Game That Becomes Someone's "Special"

I can't believe I can see this board in Osaka.

Now, I've introduced four unique games; what did you think?

As I mentioned at the beginning, this "Osaka Game Dungeon" was, in a good way, "the usual Game Dungeon." This is because, even though the location changed, the developers gathered there brought along what they truly believed to be interesting without hesitation.

Being able to witness such enthusiasm at the end of 2025 was a significant gain for me. As long as there are interesting games and people who love them, the passion for indie games will never cool down, no matter the location. With this obvious yet reassuring fact in mind, I want to step into the new year.

Once again, I look forward to your continued support for SKOOTAGAMES and myself, Mob. Until next time, see you in the next report!