
Hello, I am Mob, part of the Negolove team at SKOOTAGAMES. I spend my days drifting through the vast ocean of game development, typing on my keyboard and occasionally brewing coffee for our representative.
Now, on May 4th, right in the middle of Golden Week, I, along with our SKOOTAGAMES, participated for the first time as an “exhibitor” at the indie game festival “Tokyo Game Dungeon 8.” Until now, I had written reports for this event twice as a visitor, and I never imagined we would be on the side of setting up our own booth… To be honest, as I headed to the venue on a red-letter day on the calendar, I couldn’t help but think, “Why am I working during the holidays?” just a little bit, just a tiny bit (laughs).
However, rest assured. To conclude, such trivial thoughts were blown away in an instant, as this year’s Tokyo Game Dungeon 8 was a fantastic day filled with excitement. The venue, which welcomed around 3,100 attendees, felt particularly vibrant, perhaps due to the holiday, with not only users but also interactions among developers being more active than ever. Well, it might just have seemed that way because it was our first exhibition… Nevertheless, experiencing the event from a different perspective as a “creator” and meeting many inspiring games and creators was truly a valuable experience.
So, in this report [Part 1], I would like to introduce three unique works that particularly caught my attention amidst the chaos of our first exhibition. With the damp rainy season approaching and the hot summer waiting ahead, these are distinctive games that might give you a refreshing chill down your spine or stir your heart.
Machico: Encountering a Strange “Intensity” in a Monochrome Mansion

Now, at Tokyo Game Dungeon 8, the first booth I stepped into was one that coexisted with a nostalgic atmosphere and a strong personality. This was ‘Machico’, currently in production by Studio Johnny. It is said to be a 2D horror exploration adventure game, but the time I could experience at the demo station was just a brief introduction, less than ten minutes long.
The story begins with the protagonist stepping into an old mansion to search for a friend who suddenly disappeared, becoming embroiled in inexplicable events… a classic introduction for a horror game. The sensation of moving through the dimly lit mansion alone, feeling my way forward, reminded me of the tense thrill I experienced with ‘Ao Oni’ back in the day.
However, I felt that ‘Machico’ does not merely remain in the realm of nostalgia; it is characterized by its unique art style and atmosphere. The entire screen is enveloped in a gritty black-and-white world, reminiscent of an old monochrome film or a scene cut from a classic horror manga. Both the characters and backgrounds are predominantly drawn with shadows and black lines, accentuating the eerie nature of the unfamiliar mansion. This visual style instills an indescribable sense of unease in the act of exploration itself, gradually heightening a primitive horror feeling of “something might appear.”
And that premonition proved true, as I progressed in my exploration, a grotesque pursuer suddenly appeared… Something with an animal-like head, riding a wheelchair equipped with a chainsaw on its wheels, a design so striking that once seen, it is unforgettable, relentlessly chasing after me. The moment I witnessed its form, I was reminded of the concept art from ‘Year of the Ladybug,’ which once stirred discussions in the indie game scene. I felt a shock akin to that, a mix of physiological discomfort and a perverse allure that was hard to look away from.
In fact, ‘Machico’ is one of the titles I have particularly high expectations for in terms of future developments. This is because the team at Studio Johnny, who is producing it, usually works on animation. The other artworks I saw on their official site were often depicted with a warm and delicate touch, differing from this work, yet there was a common thread of “loneliness” and “bittersweetness” that resonated with the mysterious atmosphere of ‘Machico.’
“Year of the Ladybug” has sparked the imagination of many gamers with just a few concept arts, and now, as we anticipate the completion of “Machico,” I can’t help but feel excited about what form it will take when it finally appears before us. Although the playtime was short, it was more than enough to evoke a sense of “something” that fills us with expectations for the future.
The Doppel: A “Fleeing Drama” Facing Oneself in a Two-Colored Nightmare

After leaving the “Machico” booth, the next stop was a corner that exuded a minimal yet intense personality. This work is “The Doppel.” Set in a nightmare world composed of just two colors, black and white, it is a simple 2D action game where you continuously flee from a being called “Doppel,” which mimics your own movements.
The protagonist is a novelist chased by deadlines and pressure. The story begins when he answers a phone call from a publisher that rings loudly, dragging him into the nightmare world. Just this introduction gave me a strange feeling, as if I couldn’t help but relate to it as someone who writes articles (laughs).
In the nightmare, the protagonist must keep moving forward to escape from the “Doppel,” which faithfully mimics his movements. What’s interesting is how light and darkness are handled in this game. While in darkness, the “Doppel” does not appear before the player, and the player is in a completely safe state. However, the moment they step into a brighter area, the “Doppel” appears from nowhere, and the relentless chase begins. As the distance to the “Doppel” decreases, it feels as if the protagonist’s very willpower is being drained, gradually reducing their health.


The map is filled with various gimmicks, and simply rushing in blindly will quickly make you prey to the “Doppel.” During the trial play, I first ensured safety in the darkness while observing the structure of the map and the movements of the gimmicks, then timed my run to dash through all at once… It was reminiscent of classic arcade games like ‘BurgerTime’ and ‘Road Runner,’ providing a satisfying action experience. I was truly impressed by the simplicity yet depth of the gameplay.
However, what left a deep impression of ‘The Doppel’ on my heart was not just its fun as a game. Rather, it was the way its thematic elements lingered in my mind after I finished playing and left the venue. When I think about it, this game doesn’t require you to forcefully move into the light. As long as you stay in the darkness, at least you don’t have to worry about being attacked by the “Doppel,” and safety is guaranteed. Yet, to progress the story, you must leap into the light and confront the “Doppel,” which can be seen as your own shadow…
This structure felt remarkably linked to the pressure of deadlines and the psychological state of a writer wanting to escape from them. The world expressed in just two colors seemed to symbolize the harsh reality of choosing between staying in the safe darkness or moving into the light filled with difficulties. It felt strangely like running away while actually facing one’s inner self. Although it was a short trial play, the questions this game posed left a profound aftertaste in my heart.
Shinjuku Anomaly: Multiple “Endings” Captured in a Single Photo on a Night Street Corner


Now, the last work I will introduce in this report [Part 1] is ‘Shinjuku Anomaly,’ which I was drawn to by its striking key visual. Set in the night of Shinjuku, this work is a horror-themed short visual novel that captures various supernatural phenomena lurking in the city through photographs. The playtime is only about 5 to 10 minutes. However, within that short time, the game’s unique personality was tightly condensed.
When the game starts, the player is thrown into a quiet night in Shinjuku with a brief explanation of the situation. There, they encounter the presence of something non-human… The player’s objective is to photograph these supernatural phenomena with a camera. However, this is the crux of the game: you must take the shot while “maintaining an appropriate distance.” If you get too close to the subject, you will be swallowed by an unknown terror, resulting in a game over. On the other hand, if you are too far away, you won’t capture anything, and there will be no results. It is a system that tests your judgment and courage in an instant, filled with tension.
The reason I was strongly attracted to this game was, to be honest, a key visual I saw at the booth. Although it is humanoid, it clearly embodies an existence that is not “of this side,” wrapped in an indescribable sense of discomfort… It reminded me of something I had seen before… Yes, it felt connected to the eerie yet captivating visuals of ‘No, I’m not a Human,’ which garnered significant attention when its demo was released last year. I personally really like this kind of sense that makes you think, “This seems dangerous,” just at a glance.

And when discussing this “Shinjuku Anomaly,” an essential element to mention is the “multi-ending” aspect. Surprisingly, even in this short demo version, I was able to fully experience its hints. In fact, before my playthrough, I happened to have the opportunity to observe two other players from behind, and astonishingly, the endings for the three of us, including myself, were completely different. Of course, as I mentioned earlier, this game has a “die-and-retry” aspect where one wrong step can lead to an immediate game over, which I believe contributes to the variety of endings. Nevertheless, the fact that such a wide range of experiences can be had in such a short time is simply impressive.
While waiting to try out a game that piqued my interest at the event venue, have you ever experienced that the content became clear from watching the previous player’s gameplay, causing your interest to wane by the time it was your turn? I think this can often be fatal, especially in story-driven visual novels. In this regard, “Shinjuku Anomaly” cleverly prepares diverse endings within the short demo, ensuring that there are new discoveries every time you see it, and rather makes you want to “see other endings.” I felt this was a very clever design, and to be honest, I quietly took notes on points that should be greatly referenced in our Negolove team’s game development.
Glimpses of Three Unique “Presences” and the Next Anticipation from the Cracks of Everyday Life

Thus, I have introduced three games that particularly captured my attention during my first exhibition experience amidst the Golden Week: “Machico”, “The Doppel”, and “Shinjuku Anomaly”.
“Machico,” which made me feel the new challenges and future expectations of the animation studio within a monochrome nightmare. “The Doppel,” which forced me to confront my own shadow in a world depicted in just two colors. And “Shinjuku Anomaly,” which presented countless anomalies and various endings right next to the everyday life of nighttime Shinjuku.
All of them were unique works that evoke a tingling sensation, as if something unknown is peeking out from the “crack” lurking in our daily lives. Of course, as a first-time exhibitor, I was too focused on my own booth to fully enjoy all the games, but I believe the stimulation I gained from participating as a creator was certainly there.
Well, I can’t honestly say it was the “best holiday,” but still, having encountered these memorable works, let’s consider it a positive outcome. I’m sure of it.
Now, this report on Tokyo Game Dungeon 8 is not over yet. In the [Part 2], I plan to introduce some games that, while slightly different in style, also exude a similarly intense personality. What kind of invitation from the next “crack” will we deliver…?
Recruiting Members for the Romantic Comedy X Novel “Negolove”!

…Before that, may I make a personal request? Actually, we at SKOOTAGAMES, the Negolove team, are currently working hard on a romantic comedy novel game called “Negolove,” and we are actively recruiting passionate Unity programmers who can help us complete this story of “a love that may take 100 years.”
If you have experience completing a novel game using the “Utage” asset, and above all, if you have the spirit of “I love romantic comedies in the style of Adachi Mitsuru!” or “I want to help a novice mob complete a game!” then please take a look at the recruitment page on CAMP; the mob will be moved to tears.
Recruitment Link: [Unity Utage] Currently producing a romantic comedy x novel game – recruiting programmers! – Game Creators CAMP
Please check the link above for more details…!
Well then, see you in the next report. Stay tuned!