
Hello. I'm Mob from the SKOOTAGAMES Negolove team.
Recently, I attended the indie game showcase event "The Room You Can't Leave Without Debugging" held on July 26.
With the sharp concept of "You can't leave unless you find the bugs," I expected a rather grim debugging task ahead... However, stepping into the venue, which was an old school site, I was pleasantly surprised to find a very homey atmosphere instead.
The overall scale was about the size of three classrooms. A total of 20 titles were lined up in two classrooms, while the other classroom was used for reception and presentation space.
This was the inaugural event, and they plan to hold more in the future. As various events are emerging in the indie scene, I'm very curious as a gamer and a budding developer about what kind of experience this unique setup, where players participate as "debuggers" aiming to escape, will create.
Now, I would like to introduce a few titles that particularly caught my attention among the many "bugs" I encountered at the venue.
"Escape from the Room of Swimsuits" - A Madness-Infused Obsession with "Swimsuits"

First up is the escape game "Escape from the Room of Swimsuits."
As the name suggests, this game has a unique concept where "everything in the room is a swimsuit." Players take on the role of the protagonist, Kiteru Mizugidake, who is trapped on a strange island due to a mysterious accident at the beach, solving puzzles while investigating the room.
Every time I see a game that relies on such creative ideas, I always think, "If you're going to do it, you should go all the way." This game truly embodies that message. Throughout the play, the "incredible passion and attention to detail regarding swimsuits" that seeps through the text and illustrations might just be the biggest "bug" in this game. Of course, the overall quality of the game itself was also impeccable.
Interestingly, this game is already available as a free game, limited to "Ending 1," so if you're curious, definitely check out that madness... I mean, dedication.
Escape from the Room of Swimsuits
"Arsenal Stigma" - A Solid "Stability" Accompanying the Classic


The second title I’d like to introduce is “Arsenal Stigma”, a roguelike action game.
This game shines with a classic combination of pixel art and roguelike elements that indie game fans will surely drool over. Notably, the weapons available and the enemies faced change with each stage. Essentially, there are advantages gained for clearing stages, and players can build up the traits they desire one by one.
I felt that the parts players can build up and the parts they can choose are clearly separated, resulting in a very stable design.
While playing this game, I couldn’t help but notice that, despite the event's edgy title, I hardly found any critical “bugs” in the game I tried. Of course, there are minor UI display issues and small player requests like “I’d be happier if it were like this,” but even considering those, the overall quality is impressive.
Among these, I felt this game deserves to be highlighted as a “stable game” with a clear concept and an easy-to-understand game system. Although the Steam store page is not yet live, it is set to be released in the future, so if you’re interested, be sure to check out the official SNS (@stigma24633).
Other titles that caught my eye at the venue
This time, I couldn’t show photos or delve deeply due to space constraints, but I’d like to quickly introduce three titles that left a strong impression on me during gameplay.

“Mujihato -Shin Uchi-”
An action puzzle game where the protagonist, a combat enthusiast wielding a “non-cutting sword,” navigates adversity without killing enemies.
Despite its intense visuals, the game features meticulously designed puzzles that perfectly align with the concept, offering a surprising depth that challenges the mind.

“Atashi no Natsuyasumi 2”
A typing game available on the free game platform “unityroom.”
The level design is impressive, catering to a wide range of users from beginners like me, who aren’t great at typing, to seasoned players seeking extreme challenges.
(By the way, as of the time of writing today, there’s also a campaign where you can win Amazon gift cards going on!)

“Nightmare Journey 1135”
Like “Escape from the Room with Swimsuits,” this RPG Maker game exudes a unique charm with its captivating art and atmosphere.
However, what struck me the most was that a bug present during a previous event (TokyoIndies) had been thoroughly “debugged” and beautifully improved this time around.
I truly felt the developer's dedication, which was fitting for this event.
In conclusion: The true “communication” brought by “debugging”
Now that I’ve introduced several titles, I’d like to share some thoughts on the significance of the entire event, “The Room You Can’t Escape Without Debugging.”
As mentioned at the beginning, we hardly found any so-called "bugs" that would render the game unplayable during our playtest. So, why were we locked in this room and asked to search for "bugs"?
In the first place, the task of debugging is not something that can be completed alone. There are times when developers notice things by observing the behavior patterns of players (debuggers), and there are many instances where players need to directly communicate their feelings of discomfort or requests for "I wish it were more like this" to the developers.
In other words, what this event was truly encouraging was not "finding bugs" itself, but rather "a dialogue between developers and players under the pretext of searching for bugs." When you think about it that way, this space might not have been a 'room you can't leave without debugging,' but rather a 'room you can't leave without communication.'

In recent indie game events, there has been concern about the presence of some users who, at times, are derisively referred to as "preachy uncles," trying to take a superior stance under the guise of feedback, which has slightly raised the psychological barriers to communication between developers and users.
In such a situation, the initiative of this event to establish a setting where "everyone becomes a debugger" allows participants to naturally express their opinions and impressions about the game, creating a space for equal exchange of ideas with developers. I felt that this effort holds significant meaning beyond just a unique concept.
The "debugging" aimed at enhancing the quality of the game ultimately fosters warm "dialogue" between people. It was a day where I could experience such a mysterious and slightly hopeful space.
When the second event is held, why not go and search for "bugs" and "communication" with your own eyes? Until next time, see you in the next report.