Beyond Wanting to Create: The Finish Line Isn’t One-Size-Fits-All
Hello everyone! GYAAR Contest support staff Mio here!
Today, I’m here to discuss the demo session that was held on April 25, 2025.
Unlike our previous demo session reports, this piece takes a slightly different approach — focusing on the personal visions each developer holds close to their heart. In other words, we’re spotlighting the many unique goals they aim for in their creative journeys.
Indie Game Contest (GYAARCon). It’s also a rare chance for indie creators to connect with each other
— one of the many perks of GYAARCon’s unique support program.
Have you ever stopped to consider where indie developers draw the line when it comes to finishing a game?
Is it when they’ve fully realized their creative vision?
When all the bugs have been fixed?
Or is it when the deadline arrives and they’ve done everything they can within that time frame?
Indie games are an expression of what their creators consider fun or interesting. Since it’s up to them to decide how far to take their ideas and how to present them to the world, there are likely as many interpretations of a “goal” as there are games.
So, what is the goal these indie game creators are working towards?
We took advantage of this gathering of award-winning developers to find out.
Contents
■ SUMMER ROAD: Chasing the End of Summer
■ Electrogical: Gather Feedback, Refine, Repeat
■ MOP’N SPARK: Valuing Every Spark of Inspiration
■ Depth:Origin: Letting the Game Speak for Itself
■ How Do Creators Define Their Goals?
■ Summary
SUMMER ROAD: Chasing the End of Summer
First up, we spoke with REBUILD GAMES, the developers working on the auto hack-and-slash RPG, SUMMER ROAD. By rough count, SUMMER ROAD marks their eighth title to date. We asked them about the current state of their game, as well as how they define their end goal for game development.
――How is development on SUMMER ROAD progressing?
We’ve been working on it for about four years now, but when a project stretches that long, the trends within the gaming landscape tend to evolve. The auto battler genre that SUMMER ROAD falls under has seen continuous innovation, which has pushed us to explore ways to maintain originality and stand apart.
For example, the ability to visually customize characters with loot obtained from battle, and the option to synthesize gear and items based on effect, are mechanics that emerged and matured as development progressed.
While this kind of iteration is rewarding, it also increases the amount of balancing we have to do. So for now, we’ve set ourselves a goal of releasing the game within 2025. In terms of development time alone, this is by far our most ambitious project to date.
――As a team with multiple titles under your belt, how do you define your goal when developing a game?
Honestly, game development can be endless. My personal benchmark is whether the core idea — the thing we care about most — has been fully realized and implemented. If we’re then able to layer in about 50% of the extra features which would be “nice to have”, then I would consider the project to have reached a satisfying conclusion. For SUMMER ROAD, the main priority was creating a diorama-like visual aesthetic. Beyond that, we’ve added things like skill synthesis for items and town-based segments reminiscent of classic RPGs.
We’ll keep working hard to finish developing SUMMER ROAD!
creating a refreshing, fast-paced gameplay loop that’s sure to be addictive.
In SUMMER ROAD, equipment is deeply linked to character AI. Changing outfits alters how the auto-battler behaves, allowing for a variety of strategies.
If you’re curious about the game, don’t forget to add it to your wishlist!
Electrogical: Gather Feedback, Refine, Repeat
Our next interview was with kinjo, developer of Electrogical — a puzzle game that combines basic arithmetic with jigsaw mechanics. (He joined us remotely, all the way from Okinawa!)
Electrogical entered early access in November 2024. We spoke to kinjo about the reasoning behind this development model and where his game stands today.
kinjo used a tabletop camera and screen sharing to observe players in real time.
――What was the decision behind going early access for Electrogical?
I’ve been involved in software development for a long time and have always believed that you can’t aim for perfection from the start. What’s important is to get a product out there, even if it’s just a prototype so that people can try it out. Even before launching early access, I released three demos and gradually refined the game based on user reactions. As a result, development has spanned approximately four years.
――How would you describe your current development progress?
When early access began, I would say the game was around 80% complete. Since then, I believe I’ve been able to polish it to about 90%. The remaining 10% is well within reach, and ongoing player feedback has enabled me to make confident, informed adjustments.
For example, many players wanted to be able to zoom in and out on the map screen. That feedback really clicked with me, so I implemented the feature accordingly. Watching others stream the game has also helped me realize that some unintended design elements were interfering with the puzzle-solving. Identifying those kinds of distractions has helped guide further refinements.
Since I’m based in Okinawa, I don’t often get the chance to attend events in-person, but I’ve applied to exhibit at BitSummit in July 2025. If all goes well, I’ll be there! So if you’re attending the event, I would love for you to stop by, play Electrogical, and share some candid feedback.
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MOP’N SPARK: Valuing Every Spark of Inspiration
Next, we spoke with Pukuzen, developer of the 2D puzzle-platformer MOP’N SPARK, which has been in development for around seven years. After a five-year hiatus due to the demands of full-time work, the project regained momentum when Pukuzen won an award at the 2nd GYAAR Studio Indie Game Contest.
So, what is the development goal that MOP’N SPARK is striving towards?
――This is a bit of a delicate question — most developers hesitate when we ask, but here goes. What would you estimate your current development progress to be, percentage-wise?
You’re not holding back, are you? (laughs) Let’s see…I would say the stages are around 20% complete, while the core systems are about 80% finished. If we average that out, I guess I’m roughly at 50% overall. Even watching people play the game today, I picked up a lot of useful insights and took plenty of notes.
――We noticed TomozoP was playing MOP’N SPARK earlier. Did you talk about how the game was going?
Yes! He mentioned that the tutorial felt more intuitive compared to when he last played the game two months ago, which was encouraging to hear. He also offered some great advice: “When I was working on The Strongest TOFU, I tried to avoid teaching players more than one thing at a time. I also made sure they couldn’t progress unless they clearly understood the mechanic being introduced. That approach seemed to help the experience feel more cohesive.” I definitely want to apply that mindset to my own process moving forward.
――How do you personally define a development goal?
In my case, rather than setting a concrete goal from the start, I prefer to place value on the ideas and inspirations that arise during the creative process. If I lock myself into a strict deadline, I worry it starts to feel too much like professional game development where you’re often bound by budget and promotional schedules, which is something I hope to avoid.
That said, seeing fellow GYAAR Studio award winners successfully release their games has been motivating in the best way. I hope to make the most of that motivation and aim to release sometime this year.
Depth:Origin: Letting the Game Speak for Itself
Our final interview was with kowato of Shiki GameStudio. He is the developer behind Depth:Origin, a distinctive title built on the fusion of rhythm and shooting game mechanics. Since it’s currently only playable at in-person events like this demo session, I jumped at the chance to try it myself.
――Despite being a shooter, the way it lets you interact with the music felt new and exciting!
That’s exactly the kind of experience I was hoping to deliver, so I’m glad it came across. I also put a lot of thought into how the music ties into gameplay differently during boss battles compared to regular battles.
――So then, how far along would you say Depth:Origin is in terms of development?
Oof… (laughs). It’s difficult to answer definitively, given the many components involved, but I would estimate around 15% to 20% overall. Right now, I’m working hard so that I can release the game within 2025.
――(Asking about progress seems to put everyone on the spot…) With that in mind, how do you define your end goal in terms of game development?
That’s another tough question (laughs). I imagine every creator has a different perspective, but for me, it’s about whether the experience I want players to have comes across clearly, without needing to explain everything. Designing the mechanics that make that possible is what game development is all about for me.
For example, if someone can sit down at a demo session like this and intuitively grasp how to play the game without a tutorial, then I consider that a success. When players struggle with controls or mechanics, that tells me I still need to adjust some more.
Of course, turning abstract ideas into a playable form is always a challenge, it takes time and effort, and can be frustrating. Even so, the very process of designing systems that convey the game’s purpose is what motivates me. In the end, if that intended experience reaches the player and they walk away with a positive experience, then it’s all worth it.
――I heard you’ll also be exhibiting Depth:Origin at Tokyo Game Dungeon 8.
*This demo session took place on April 25. Tokyo Game Dungeon 8 was held shortly afterwards on May 4.
Yes, and not just Depth:Origin — a total of nine GYAAR Studio titles will be showcased there. When I realized so many games from the same indie label would be featured, I felt it would be a missed opportunity if I didn’t get involved. I wanted to create something that would encourage attendees to visit each booth, so I put together a flyer designed to connect the titles and promote the label as a whole.
New indie labels are continuing to emerge at a rapid pace; it really feels like a thriving, competitive space. But I think what matters most as a creator isn’t which label you belong to, but what you actually make. Whether or not GYAAR Studio gains greater recognition ultimately depends on us, the developers who have received their awards. That’s the spirit I put into creating the flyers too. I hope to continue building on these connections while striving to develop even better games.
How Do Creators Define Their Goals?
“What is your goal when developing games?”
Summary
Even among the few titles featured at this event, it was clear that each developer defines their goals in completely different ways. Some even embrace an approach where they intentionally leave that goal undefined, letting the process guide them instead. Hearing their perspectives left us even more excited to see how each of these titles will continue to evolve as they move toward completion.
There’s a special kind of enjoyment in not only playing indie games, but in imagining the path each creator is taking, and the unique intentions driving their creative choices. That too, might be one of the things that makes indie games so compelling.
Links
■ GYAARCon Official Website
https://indie.bandainamcostudios.com/en
■ GYAAR Studio Official X
https://x.com/GYAAR_Studio
■ GYAAR Studio Official YouTube channel
https: //www.youtube.com/@gyaarstudio1984



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