
Nice to meet you. My name is Lee Hana from the SKOOTA editorial team. This year’s summer in Kyoto was really hot, wasn’t it? Following the wonderful report delivered by my junior, Mob, in the 【first part】, I, Lee Hana, will be in charge of this 【second part】.
While Mob focused on overseas indie games, I naturally found myself drawn to the booth of “Korean indie games,” which are my roots. This time, the Korea Creative Content Agency (KOCCA) set up a large booth, and many Korean indie games were introduced to Japanese gamers.
Seeing works I encountered at a Korean event gaining attention on such a large stage in Japan was personally very moving. Now, while incorporating those feelings, I would like to introduce two distinctive “Korean indie games” that I encountered at BitSummit.
😎Mob's Interjection: Hello, this is Mob. I also wrote the first part of the report, so if you're interested, please check that out as well. This time, I will leave comments on the games introduced by Hana-san, so thank you in advance.
The Otaku of Doom: The Appeal of Games That Overcome Localization Challenges

First, I would like to introduce the adventure visual novel, “The Otaku of Doom”, created by the team “KiwiSaurus.” In fact, I have previously covered this game in my report from a Korean event, but this time it made its debut in Japan as part of the KOCCA booth, and the booth was always bustling with many people, which made me very happy as a fan.
For those who are not familiar, this game begins with an outrageous premise: “The protagonist, an online gaming otaku, squanders 5 million won collected through a group purchase of limited edition goods.” It is a catastrophic story. Beyond the storyline, I believe the true charm of this work lies in its “chilling realism.” The unique expressions of otaku culture, the atmosphere of the community, and the self-deprecating thought processes… Those who are aware will smirk, and at the same time, feel a pang in their hearts, wondering, “Isn’t this about me…?” It strikes a delicate balance.
Having experienced this work again at a venue in Japan, I was surprised and pleased to find that “it can be played in Japanese.” However, one concern crossed my mind. That is, “To what extent is the true appeal of this game being conveyed to the people of Japan?” The enjoyment of this game can be said to be fully realized only with a deep understanding of Korean internet memes and otaku culture. Of course, the localization into Japanese was done carefully, but I felt that the subtle nuances behind the words, which cannot be conveyed without crossing cultural barriers, are inherently difficult to express.

This was one element that showed consideration for localization.

I couldn’t play before, but it was interesting.
The title “The Otaku of Ruin” refers to the protagonist “Jinda,” but perhaps we players, who understand each deep joke in this game and find it “interesting,” are also, from the perspective of the general public, walking a path toward “ruin.” Such self-deprecating and slightly chilling empathy is, I believe, the true horror and charm of this game.
The path of localization will surely be a thorny one. Nevertheless, I sincerely hope that this unique art style, the story and world view that evoke a sense of affection despite their catastrophic nature, and the passion of the developers who understand otaku culture better than anyone else will one day captivate Japan and the entire world.
😎Mob's Concern: This was a game that had caught my attention since I saw it in a senior's report. Localization is indeed a problem that every game faces. Hearing such stories makes me wonder, "What does this mean in Korean?" However, from what I've heard, it seems genuinely interesting, so I'm looking forward to the release.
p.s. Upon further reflection, the localization of 'Negolove' also seems really difficult...
Dimension Ascent: A Challenge to Open New Dimensions by the “Use Map Generation”


Next, I would like to introduce a platformer adventure game that I encountered at the KOCCA booth, which combines 2D and 3D: ‘Dimension Ascent’. It features puzzle action where you switch perspectives to travel between dimensions, which may have some similarities to ‘LOVE ETERNAL’ that Mob previously introduced.
As a game, it left the impression of being a very balanced and exemplary title. You cannot progress simply by watching; you must switch perspectives to break through paths. This sense of “insight” is very satisfying, and the balance between the time spent pondering “Hmm…” and the time spent trying “This is it!” is exquisite, allowing for enjoyment without stress. There was a point where the story might be a bit hard to grasp, but I believe the game had more than enough interesting elements to compensate for that.
However, the main reason I wanted to highlight this game is not so much its gameplay, but rather the profile of the developer. A short sentence I heard at the booth, “from a creator of use maps for StarCraft.” How much of the “meaning” of this sentence will resonate with the readers in Japan?

Let me share a little about Korean gaming culture. From the late 1990s to the 2000s, ‘StarCraft’ gained immense popularity in Korea, to the point of being called a social phenomenon. One of the major factors supporting this popularity was the existence of “Use Map Settings.” This allowed users to create and share entirely new original maps with their own rules using in-game features, which was quite innovative at the time. In other words, map creators were special individuals who “discovered new gameplay within the game and provided entertainment” and “created content to entertain users, acting as developers among users.”
Such “geniuses of play” are now creating their own works from scratch in the new field of indie games. Just this fact is quite exciting, isn’t it? I felt that their experience of discovering new ways to play within the framework of existing games has been beautifully transformed into the concept of ‘Dimension Ascent,’ which is about “discovering new paths by changing perspectives.”
This challenge, which started from zero, is breaking open the door to the world of BitSummit and captivating more players. I genuinely want to support such a future. It was a work that I could enjoy as a user, along with the “story” of the developer.
😎Mob's Interference: Interesting! Knowing the background of the developer completely changes the way you see the game. I learned about the culture of "Use Map Settings" for the first time, but the act of creating new play within the given environment is the very spirit of indie games. The analysis by a senior that the game system is connected to the developer's roots is very intriguing.
Across Borders, Games Convey “Heat”

A handful of power has been added.
Now, I, Lee Hana, would like to introduce two unique Korean works that I encountered at BitSummit. Despite the significant challenge of localization, the deep empathy for the culture of “otaku” is the charm of “The Otaku of Ruin.” Additionally, the developer’s unique background gives narrative depth to the game system itself in “Dimension Ascent.” Both works were filled with charm that cannot be fully expressed by simply saying they are “interesting.”
This BitSummit was a wonderful event where I could truly feel the essence of “internationality.” The overseas games introduced by Mob and the Korean games I presented were created in different places, languages, and cultures. However, the underlying pure enthusiasm of the creators to “want to make something interesting” and the players’ empathy of “I understand this” felt remarkably similar.
Ultimately, the appeal of indie games may not only lie in the quality of the finished product but also in the stories of “why” and “how” the game was created, as well as touching upon the creators’ “commitment” and “passion.” BitSummit was the perfect space to reaffirm the “power beyond words” that such games possess.
With this enthusiasm in our hearts, we at SKOOTAGAMES will strive to move someone’s heart with our games starting tomorrow. Thank you very much for staying with us until the end!
Final Thoughts on This BitSummit
Finally, to sum up my impressions of this event in one sentence…
🌼Hana's Comment: Although the words and cultures differ, the "passion" for games is universal! I was very happy to be in such an exciting environment! I hope to be able to come again next year!
😎Mob's Interjection: I received a new assignment as a member of the industry regarding the "commitment" and "empathy" that transcends borders. Also, thank you to those who purchased merchandise from "More More Crash!"🙇♂️