
Hello, this is Mob. I belong to the Negolove team of SKOOTAGAMES. Today, I bring you the Kawagoe GAME DIGG report delivered in the rain, and this is the 【second part】.
In the 【first part】, I introduced two works that stood out even in the rain: 『湯斬忍者』, which contained the passionate thoughts of the local community in a bowl of udon, and 『MeloMisterio -play your melody-』, which provided an unforgettable auditory experience where players themselves played 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】, I will focus on two works that left a deeper impression on me regarding more personal feelings and memories, or the essence of play. These experiences felt like touching the gentle gaze of the creators through the screen, or vividly reminding me of the original scenery of “gathering together to play,” which I 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, and the other is a game that made me realize the primitive excitement and joy of playing together, to the point of involuntarily raising my voice, without any complicated reasoning.
Both works are likely etched more strongly in my memory precisely because I encountered them 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.
里山のおと 春さんぽ:雨音に溶け込むタヌキの小さな冒険と、忘れかけた視点

As I walked around the venue, soaking in the beautiful echoes of 『MeloMisterio』, I encountered the next wonderful work, 『里山のおと 春さんぽ』, almost as if guided. What I felt strongly upon playing was that it seemed to blend so naturally with the atmosphere of the venue and the moist rain of the day that I thought, “Could this have been made for the Kawagoe GAME DIGG event?” It was not an exaggeration; I could hear conversations from surrounding booths saying, “This game fits the atmosphere so well.”
The genre is a point-and-click adventure. The story follows a raccoon who receives a heartwarming letter from his friend, Fox-kun, saying, “Let’s have a picnic under the cherry blossoms,” and sets off on an adventure to find the cherry tree. Along the way, he relies on the advice of animals he meets and carefully examines plants he sees by the roadside to find clues to discover the correct path… The story unfolds in a way that evokes distant memories, with warm art design reminiscent of watercolor brushwork. While cold rain fell outside, the game welcomed players with fully bloomed cherry blossoms.
It has a picture book-like atmosphere, but I was struck by the thought that it surprisingly has a solid “game” feel. Even if it’s not the grand adventure we usually imagine, within the small and subtle adventure of “going to meet a friend,” the “fun of trial and error” and the “joy of discovery” that players expect from games can be fully packed in, and I was deeply impressed by that.
Players will carefully observe the surrounding plants based on the guidebook they hold and the advice from animals. They will use the characteristics of specific plants as clues to deduce which path at the fork in front of them leads to the cherry tree… 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 remain so deeply in my heart? It is because, apart from the enjoyment of immersing oneself in a grand story, touching a world depicted from such a micro perspective allows one to experience a part of the warm gaze with which the creators usually engage with the surrounding nature and world. Honestly, the sensibility and perspective that I had in my childhood but unknowingly lost over time must not be few. This game gently scoops up that something I had almost forgotten… the feeling of joy in small discoveries, providing a time that I, as a player, am truly grateful for.
By the way, there is an interesting episode regarding how I came across this wonderful game. In fact, it all started 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 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 visiting the booth. I plan to keep this postcard especially safe from now on.


Like this postcard, the related goods were also delicate and attractive. In particular, the designs of the bookmarks distributed at the booth were all excellent, and I couldn’t help but pick up all the varieties. By the way, these bookmarks were said to be available for a donation of 50 yen, but I thought they were worth much more than that, so I took the liberty of paying 200 yen for four types, calculated at 50 yen each. …Up to this point, everything was fine, but I made a huge mistake by accidentally leaving 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.
Indie games often reflect the creators’ “likes” strongly, but sometimes they can also be selective of players. In this work, I felt a deep affection for plants and animals, but perhaps because the expression is unique and warm, 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 provided a valuable experience that reconnected me with the “heart to appreciate the flowers and small creatures by the roadside” that may have been dormant within me.
PONKOTS:予測不能な”ポンコツ”が生む、最高のカオスと協力の熱狂

Now, the last game I will introduce in this report, and the one I found the most “fun!” and played while shouting the loudest at this rainy Kawagoe GAME DIGG, is 『PONKOTS』. Just from the name, it gives a sense that something extraordinary is about to happen.
The concept of this game is “to mutually cover each other’s weaknesses.” It is 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 escape and survive from the evil tin kings… Despite its cute appearance, there seems to be a somewhat dark story behind it. The basic rule is surprisingly simple: players must avoid being hit by the cannonballs (Houdan) that fly towards them and keep running away.
However, there is a strong twist here. Every certain amount of time, one player randomly becomes “ponkots” or incapacitated. Other players must desperately push the incapacitated teammate to avoid being hit by the Houdan, or sometimes act as a shield to protect them. In a situation that changes moment by moment, players’ judgment and teamwork are put to the test.
You might not grasp it just from the explanation, but the fun of this game is of a type that cannot be fully conveyed without experiencing it. However, in my experience, it was undoubtedly the game I shouted the most during the event. Of course, this is under the premise that it was okay to raise my voice a bit in a venue close to the outdoors where it was raining.

With a minimum of three players required, I was about to give up as a solo participant, but the two 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 Smash Bros, with a friendly atmosphere. After receiving a simple explanation of the game, I found myself desperately controlling the toys. There are many more elements in actual play, but what is certain is that it continuously creates “chaos with no time to breathe,” with everyone shouting “Whoa!” “It went that way!” “Help me!” in a voice resembling a scream, yet laughter never stopped, making it the best party game experience. Of course, the creators’ enthusiasm was also wonderful.
To illustrate this fun, it feels like being in a situation where “the timer of a time bomb is down to 1 second, and you have to cut the correct color wire, either red or blue.” The ponkots, cannonballs, and gimmicks are all calculated to create an unpredictable “chaotic feeling.” The retro art from the 90s, the metallic sound effects that clank, and the upbeat BGM that heightens the sense of urgency all amplified the tension. 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 respond to unexpected threats on the fly. This “anxiety” creates a sense of unity that one must cooperate, ultimately transforming into “laughter.” Playing this game made me feel, “Ah, truly fun cooperative games create this kind of excitement,” and I felt I had touched one of the ideal forms of such games.
…I’ve spoken passionately, but I have a somewhat personal and unconventional interpretation to share (this is my own interpretation). I felt that this work might be a game that serves as an “anti-thesis” in modern times. This is because, in recent years, games seem to focus on refined solo experiences and individual skills, but the cooperation in 『PONKOTS』 is more primitive. It emphasizes mutual aid, where teammates literally put their bodies on the line to help the “ponkots” member. The core of this game may lie in the accidental joy of being “together” and the sense of unity in the “scene,” rather than the proficiency of the “individual.”
The handling of “randomness” is similar. In many games, randomness is often used as a “convenient universal seasoning,” but in 『PONKOTS』, it functions differently. Instead of helping players, it threatens them, creating a sense of urgency that forces cooperation and chaos. That’s why we end up laughing while screaming. It’s very close to the feeling of when, as a child, everyone jumped on a trampoline, unable to stand properly on the unstable surface, yet somehow everyone laughed 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 with me, a stranger, so passionately. 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 very 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, “Before this game is released, I need to make sure to have friends with whom I can laugh and roll on the floor together.” It was a wonderful encounter with an amazing work.
雨の川越、ゲームとの一期一会

Now, I have talked about the four unique indie games that I encountered and was captivated by at the rainy 川越 GAME DIGG: 『湯斬忍者』, 『MeloMisterio -play your melody-』, 『里山のおと 春さんぽ』, and 『PONKOTS』. Each of them might have left a slightly different impression if it weren’t for the weather that day and the location… I feel that these encounters were truly worthy of being called “一期一会.”
To be honest, the “open town type” concept, which was supposed to be a major feature of the event, might have been a bit difficult to fully experience due to the continuous rain. There were certainly parts where the ideal way of enjoying the event, which I had envisioned—strolling through the historic streets of Kawagoe with a pamphlet in hand and visiting the scattered booths—could not be realized.
However, if asked whether the experiences at this event were meaningless, the answer is definitely “no.” 『湯斬忍者』 taught me about the enthusiasm of the local community and the potential for new interactions through games. 『MeloMisterio』 resonated with the strange auditory experience of merging real spaces like historical buildings with digital art. 『里山のおと』 gently reminded me of the small adventures lurking right next to everyday life and the kind perspectives I had almost forgotten. And 『PONKOTS』 slammed into me the primal excitement of cooperative play and the best chaos filled with laughter.

Each of these intense gaming experiences, even in the face of adverse weather, or rather, perhaps because of such circumstances, may have shone even brighter and been deeply and vividly etched in my memory. The sincere姿 of the developers, who were passionately trying to connect with us visitors by shaping their “likes” and “things they want to create” despite the rain, undoubtedly supported that brilliance. Ultimately, regardless of the situation, interesting games and emotionally moving games never lose their essential charm, and I was reminded of that once again.
This time at Kawagoe GAME DIGG was a very 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 games and as an individual living daily life. Especially through my encounter with 『湯斬忍者』, I felt as if the rigid fixed ideas I had were “drained,” and that sensation seems likely to positively influence my future game development and my approach to indie games.
Now, with many stimulating encounters and a few personal assignments in my heart, I think it’s time to put down the pen for this report. There are surely still many unknown charms sleeping in the city 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 take my time to enjoy walking around the city 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 in my heart about what wonderful encounters await next, I will wrap up for now as it’s time to go.
By the way, how is the progress of our SKOOTAGAMES, Negolove team? Well, let me talk about that on another occasion.
See you in the next report!