This year’s concept is “The Night of Yokai”!

Hello, I am Mob from the Negorabu team at SKOOTAGAMES.

During this incredibly hot summer, I wonder how everyone is spending their time. Just last week, I was enveloped in the sweltering heat of the ancient city of Kyoto. From July 18th to 20th, Japan’s largest indie game festival, **”BitSummit the 13th,”** was held. This time, we at SKOOTAGAMES attended the festival as “exhibitors” to showcase our upcoming title, “Momo to Crash.”

The atmosphere at the venue was distinctly different from events in Tokyo. The sight of diverse languages I had never heard before floating around the venue made me feel that the world of indie games is far more vast than I had imagined.

Now, for this report, I would like to change things up a bit and present a “joint report” format where I, Mob, will discuss BitSummit from my perspective alongside my senior colleague, Lee Hana. In this [Part 1], I will first write about two “overseas indie games” that particularly left an impression on me and provided many seeds for thought among the numerous exhibits.

🌼Hana's Comment: Nice to meet you. I am Lee Hana from the SKOOTA editorial team. Following Mob, I will be responsible for the latter part of the report. I will also leave some comments on the games introduced this time, so thank you in advance…!

LOVE ETERNAL: The “Commitment” of Art Residing in Simplicity

There aren’t many colors, but that simplicity stands out.

At this BitSummit, the first work that caught my attention was this piece boasting a striking key visual, ‘LOVE ETERNAL’. It is a 2D platformer. The story told in a 10-20 minute demo begins with the protagonist, who should have been gathered around the dining table with family, suddenly finding themselves lost in an unfamiliar otherworld… starting from a very brief introduction. To be honest, I think it’s difficult to convey everything about this game after playing for just 20 minutes, so rather than a comprehensive review, I would like to lightly touch on the striking points that left an impression on me.

First, the game system is extremely simple. With the press of a button, you can “reverse gravity,” allowing the protagonist to freely traverse between the floor and ceiling. That’s all there is to it. However, in stark contrast to that simple rule, the background art is drawn with such terrifying detail that it could be described as “obsessive.” Packed tightly within a somewhat cramped 5:4 screen, which is not the typical 16:9 ratio, are landscapes of another world depicted in intricate pixel art. The overwhelming amount of information creates an indescribable sense of immersion for the player, to the point of feeling suffocating.

While playing, I kept pondering one thing: “Why is it necessary to go this far?” If it is a simple action game, the background could have been more relaxed and still worked. However, I thought that the developers’ firm “belief” might be embodied in the fact that this game did not take that route. “This game, precisely because it is a simple action, allows this madness of art to shine even more,” is a quiet yet eloquent assertion. It is a kind of “commitment,” or perhaps something that should be called “craftsmanship.”

When I heard that this game received the prestigious sponsor award at this BitSummit, I thought, “Of course, that makes sense.” Among the many platformer games, this one stood out with a special brilliance, likely due to the persuasive power and aura that is difficult to explain in words, residing within this imbalance. Because the game is simple, it fully dedicates its resources to art. What a refreshingly bold philosophy typical of indie games.

I hope that one day I can proudly say about the game I create, “I was particularly particular about this part, to the point of not losing to anyone.” It was a day at BitSummit filled with a bit of envy and homework left in my heart.

🌼 Hana's Comment: I see, it's indeed rare for a platformer to focus on the background. I can't quite articulate it well, but it was a strategy that makes a lot of sense as a way to stand out among many games. I plan to introduce platformer games in my report as well, so I hope you'll compare them.

A Week of the Socially Awkward Giraffe: Living in a Kind World, a Quiet “Empathy”

“Socially awkward” translates to ‘Asocial’ in English.

Next, I would like to introduce a point-and-click adventure game titled ‘A Week of the Socially Awkward Giraffe’, which feels somewhat relatable just from the title. As the name suggests, it tells the story of a giraffe who struggles with communication and somehow manages to survive a week while interacting with various people.

The entire game was enveloped in a surprisingly “gentle” atmosphere. Softly colored illustrations, calming background music, and cute character designs. All of these provide players with a peaceful time without stimulating them. However, contrary to its appearance, the game’s difficulty was quite high. If you don’t repeatedly try and think through the order of using the given information and items, Giraffe-kun will quickly find himself at a loss. This may express through game design how difficult this world can be for those who struggle with communication.

What moved me the most about this game was its theme of “universality.” The developer of this work is said to be based in LA (Los Angeles). To be honest, I have a very stereotypical image of Americans as people who casually start small talk with someone they meet for the first time in an elevator. However, in a game set in such an America, it was surprising to see the “frustration” and “awkwardness” that I personally feel in daily life depicted. The difficulty of social interactions might be a common concern that everyone faces, transcending countries and cultures. Through this game, I was reminded of this obvious fact, but the developer himself was surprisingly communicative and cheerful, which left me confused, thinking, “So, which is it?!”

Furthermore, this game awakened another emotion in me. It brought back memories of a distant past, the atmosphere of the “FLASH games” era when the term “indie game” didn’t even exist. Simple controls and child-like gentle graphics. The feeling of being engrossed in free games made by unknown creators in a corner of the internet came vividly back to me.

Back then, I experienced extraordinary stories through games, such as humans escaping from aliens or fighting against evil organizations. But now, I deeply empathize with the daily life of Giraffe, who struggles with communication, in the form of an indie game. As times change, the stories that games depict also change. “The Week of the Communication-Challenged Giraffe” is a wonderful work that gently and slightly comically teaches us about such changes in times and the universal human concerns that remain unchanged.

🌼Hana's Comment: The discussion about stereotypes is interesting. I used to play FLASH games a lot when I was younger, so I could really relate. The art looks cute from the photos, so I will try the demo on Steam later!

After the Excitement, the Questions and Empathy that Remain in the Heart

This year, I enjoyed a lot of food at the after-party.
The macarons are as delicious as ever.

Now, I have talked about two unique overseas works that I encountered in the excitement of BitSummit. While ‘LOVE ETERNAL’ showcased the developer’s unwavering “commitment,” ‘The Week of the Communication-Deficient Giraffe’ reminded me of the “universal empathy” regarding the difficulties of communication.

At first glance, these are two completely different types of games. However, I feel there is a common thread beneath them. That is the fact that the personal philosophy and experiences of the creators transcended borders and cultures, and certainly stirred the heart of me, a player from faraway Japan. The excitement of the international event BitSummit may not only be about the lively exchange of diverse languages but also about the stronger feeling of “soul resonance through games.”

These gaming experiences have provided me with a lot of stimulation and, at the same time, posed several questions. What is my “commitment”? What is the “empathy” that I truly want to convey? I feel I have been given an opportunity to face these fundamental questions as a person in the gaming industry.

And, of course, at this festival of excitement, Japanese games, as well as games from Korea, which is from the same Asia as us, shone just as brightly.

In the upcoming [Part 2], my senior Hana will present the world of “Korean Indie Games” from a perspective unique to her Korean background. I will be wrapping up soon, so I will leave the rest to her. Please look forward to it.

🌼Hana's Comment: In Part 2, I will introduce the "Korean Indie Games" that left an impression on me at BitSummit! Please look forward to it!