BitSummit 2023’s 10 Most Impressive Games

With its debut in 2013, this year indie game festival BitSummit celebrates a full decade of operation in Kyoto, Japan. That first show, a one-day invite-only event, bears little resemblance to the spectacle that BitSummit has become, one that filled the first floor of the Miyako Messe convention center and drew thousands of paying visitors.

As a longtime resident of nearby Osaka, I look forward to BitSummit each year for my chance to play new games and meet new developers in my proverbial neighborhood, an event that still maintains its independent spirit even as it seems poised to outgrow its primary venue. I saw so many exciting and unusual projects in Kyoto this past weekend that it was a genuine challenge to whittle my list down to just 10 games; feel free to check out my Twitter feed for a look at everything I played over the three days of BitSummit Let’s Go.

Algolemeth

Artificial intelligence has graduated from the pages of science-fiction to the cusp of modern society, sparking debate as we must decide what tasks we can ethically remove from human hands and assign to machines. Thankfully, Algolemeth presents an unambiguously positive set of circumstances for using AI, as it tasks players with programming a party to fight their way through a dungeon.

Solo developer Tomohiro Iizuka explained to me that Algolemeth is a portmanteau of “algorithm,” “golem,” and “emeth,” the latter word infusing golems with life in Jewish folklore. Algolemeth completely automates what we usually consider the primary draw of the genre: Turn-based combat against underworld creatures. By default, your four adventurers march forward and attack whatever they face, inevitably falling to stronger, more prepared monsters. Iizuka told me the full version will incorporate a risk/reward mechanic, requiring players to decide when to withdraw their heroes to collect spoils from battle. Each victory earns you more nodes with which to enhance your automatons’ behavior. As you receive commands from defeated enemies, you repurpose their skills for your own crew.

Before long, I was able to program my healer to restore their allies’ HP while my mage raised their attack prowess. More advanced nodes also introduce conditional logic; the healer will only spend their MP if a party member’s health drops below 50%. Otherwise, they attack. These upgrades let my crew proceed further into the depths, earning more rewards and opening up even more complex processes, demanding I forge more advanced flowcharts to strengthen my squad. I never learned advanced computer programming but deciphering the logic of these processes held my attention more than the usual “fight/magic/item/run” grind of most dungeon crawlers.

Umbraclaw

Inti Creates has been on a roll lately, using their 2D pixel art prowess to deliver one action platformer after another. The studio released Gal Guardians: Demon Purge back in February and has a new title, Yohane the Parhelion: Blaze in the Deepblue, coming in November. The newly announced Umbraclaw, however, offers a twist on the company’s usual Metroidvania fare.

For starters, Umbraclaw doesn’t star a cool anime protagonist wielding a sword or a gun. Instead, you take control of a cat named Kuon. A dead cat, more specifically, one who has woken up in the Soulplane clinging to memories of the little girl who cared for him. Forget about weapons; Kuon lacks the opposable thumbs to wield anything at all, so his only choice is to dash and dodge his way past the less-than-friendly creatures he meets. Should anything in the Souplane hurt him, Kuon dies, again.

Should Kuon fall, it costs him one life, but he reanimates and gains a new power, making his journey easier.

However, we all know the saying that cats have nine lives, which Inti Creates and Blaster Master Zero director Satoru Nishizawa apply quite literally to Umbraclaw. Should Kuon fall, it costs him one life, but he reanimates and gains a new power, making his journey easier. Initial deaths grant Kuon modest attack abilities, but after a few more missteps, I saw Kuon transform into a full-on battle cat with advanced jumping and fighting techniques. However, the reanimation cutscenes which play after each death indicated that Kuon was slowly losing his memories of the real world and his beloved owner.

I cannot explain the plot ramifications of this death mechanic given the brevity of the demo, but after a run of releases with a heavy anime aesthetic, I found Umbraclaw a refreshing change of pace for an Inti Creates game. At present it does not look or feel quite like any other action game and I’m eager to see where things go from here. If nothing else, I’m eager to watch speedrunners clear the game someday while retaining all nine lives.

Cato

Speaking of cats and myths, I’m sure anyone reading this has seen the meme about cats landing on their feet and toast landing jam-side down, so any cat with a piece of toast on their back becomes an anti-gravity device. In Cato, you control both a cat and a piece of toast who must work together to escape a labyrinth of puzzles. The cat cannot jump on its own while the toast only makes short hops, but when they unite, they can spin indefinitely through the air.

Since the two characters can essentially fly as a team, the puzzles in Cato all involve splitting the two apart via switches and sensors that require careful planning to navigate. The rooms also contain advantageous devices like toasters which can propel sliced bread at high speeds and glass tubes which the cat, being a liquid, can navigate with ease. The demo version is freely available on Steam for cat lovers and toast fans alike.

Allen Wang from Cato publisher Gcores told me that just two people are developing the project which began at a game jam last year. Working remotely, the two only met in person for the first time this past June. One half of the duo, responsible for the game’s adorable art style, actually made it to BitSummit; I correctly guessed that he owns a cat in real life.

Word Game

Word Game stands as my personal game of the show because it completely won me over from the moment I saw it.Taking the concept “text adventure” literally, everything on screen in Word Game is made of text. Not in a Rogue or Dwarf Fortress abstract way, but a direct one-to-one representation by using kanji, the Chinese writing system popular in many Asian cultures, Japan included. Walls, trees, doors, all kanji. Even a dog’s bark comes out as kanji.

Where things get extra interesting is how Word Game uses its presentation to maximum effect. Any dialogue or narration written on the screen has equal weight with the characters and objects the player interacts with. This leads to Baba Is You style puzzles where the player (also represented as kanji) manipulates the text to change the reality of the game world. For example, removing the character “fu” from the Japanese word “fukanou” turns “impossible” into “possible.” Besides pushing and pulling kanji around the environments, the player also gains the ability to split characters into their smaller components and merge them into new kanji.

The bad news is Word Game only works if you can read kanji and there’s no way to localize it into any alphabet-based language. The original game, available on Steam in full, is in Chinese, but the demo at BitSummit translated the dialogue into Japanese. As a non-native speaker I did my best to make sense of the information overload, taking advantage of the game’s built-in hint system whenever I failed to perceive a way forward in the story. Like any good puzzler, solving a dilemma in Word Game delivers a sublime sense of accomplishment; I don’t think I smiled more while playing anything else at the show. Whether you’re fluent in Chinese or just studying it casually, I welcome any curious readers to try the free version, Word Game: Episode 0. It’s far more engaging than the usual flash cards or language app, and a Sony representative bestowed it the PlayStation Award at BitSummit’s finale on Sunday.

Shinonome

I had heard of Shinonome before I arrived at BitSummit because, thanks to investing hundreds of hours in Vampire Survivors, the Steam algorithm recommends to me any and every “action roguelite” game it can. Yet while those two words do vaguely describe Shinonome, it feels like a label ill suited for this game’s particular vibes.

According to its Early Access page on Steam, Shinonome “is a new type of escape game” which lines up closer to how the game works. Set in a haunted house from Japan’s past, your character enters through one door and must find her way to an exit using her limited toolset plus whatever items she might discover along the way. That includes weapons, candles to light dark places, and food to replenish her always-depleting stamina.

Shinonome walks a delicate balance between action, roguelike, and horror.

The game plays out from an overhead viewpoint, similar to that of the original Legend of Zelda, especially since the rooms are all the same size and they all connect along cardinal directions, forming a basic grid. As you might expect, the house is not empty. The player can encounter a number of different creatures or spirits as they open doors in search of safety. Sometimes not opening a door is the wiser strategy, as sound cues can indicate movement in the next room over.

Shinonome walks a delicate balance between action, roguelike, and horror. While the monsters are generally on the cute side, it’s still unnerving to open a door and see multiple creatures come crawling out. Standing your ground and fighting can work, but running away is also valid, although unlike in The Legend of Zelda, these foes continue to pursue you from room to room. A careless player (or a brilliant one) might find themselves parading a conga line of enemies behind them. In my BitSummit demo, I safely escaped but, like any good thrill ride, immediately wanted to go back for another round.

Birth