🎤 Interview with samesamekun

2024年 8月 31日
Indie Tsushin 2024 July-August issueThis article was featured in our 2024 July-August issue. Check out more articles and interviews in the full issue.

We were delighted to speak with samesamekun of SameSameSummation, the group behind the charming and mysterious card-battling roguelike counting down the final days before high school graduation, Toroidal: Awaiting the Spring!


English (translated)

Translated by Renkon

Muscular jock Hacchi staring down the player with wide eyes, with the sound effect of being glared at

(2023) 春待ちトロイダル (Toroidal: Awaiting the Spring)

Please tell us a little bit about yourself.

My name is samesamekun and I run a circle called SameSameSummation. I am a working adult and create games in my free time!

How did you get started making games?

Since I was a kid, I've loved games and played a lot of them. When I became a working adult, I had more spare time and mentally was mature enough to stick with a project, so I thought, wouldn't it be nice if I could make something? I called up some friends and started making games.

Player meeting Fuwako, a small girl with a long blond ponytail and bright yellow ribbon. She is holding up her hands like cat paws and her eyes are closed

Can you tell us about some of your favorite games and genres?

My favorite is the Power Pro Kun Pocket series. I still have all the games on hand in playable condition!

What are some of your favorite mysteries?

I love the Ace Attorney series! Actually, I'm personally not very familiar with mysteries, so I asked my co-creator Mainiko to come up with the mystery twist to the story.

Demon explaining to the main character that they are gifting him with the power to have conversations with his classmates

Please tell us about Toroidal: Awaiting the Spring!

It is a card battling game (with some roguelike elements) in the style of a school life simulation. This game has way too many elements to describe in only a few words... (laughs)

The main character is suddenly brought to a remote island. In this high school, time loops back around after ten days, and the protagonist must use "dialogue" as a weapon in order to solve the mysteries of the island and escape from his high school life...

Using the card battling system with a "dialogue" motif, I hope that players can enjoy their everyday life with their classmates.

Can you tell us about the process of making Toroidal?

This was our first time making an indie game so I don't know what the process is like normally, but I think the way we did it was fairly straightforward. First we wrote a proposal, then we wrote out the necessary tasks, and then we assigned them to each member... something like that.

I have to say that even though it was an independent production, this time we were very aware of the deadline. All of the members working on this are working adults with other jobs, so we had to consider the scope of the game's content in relation to the overall progress of the project so that they would not get burned out after a long period of development. We always kept in mind that our number one goal was to complete the game.

The demon's shop, filled with colorful conversation cards of different values and prices. There are also shop tabs for Stats, Conversation Skills, and Loop Abilities

What was your greatest influence when making Toroidal?

The biggest influence was the structure of the Power Pro Kun Pocket series. As for the roguelike part, we were inspired by Little Noah: Scion of Paradise. I am easily influenced by anime, so parts of the scenario might have been unintentionally affected by the unfolding development of JoJo Part 6, which I had been watching at the time of production. (laughs)

What was the most challenging part of making Toroidal?

We didn't have any experience of working on a single game to completion, so that was the most important thing. The thing I was most concerned about was properly releasing the game, even if it wasn't perfect.

Pug, a serious-looking classmate with dark hair draped over one eye, says, 'The person who wrote it must be someone in this class...'

I found the characters fascinating and enjoyed deepening our relationships through repeated conversations. Were any of these characters modeled after anyone? To which character do you feel the closest?

BF-san provided the original character designs, and I think they turned out to be very appealing. I didn't have any specific models in mind for the characters, but I worked with BF-san on the base drafts by saying things like, "The character should be like this," and over many iterations managed to settle on a final design.

I wrote most of the dialogue, and when writing their lines, I tried to match each character with the persona I had in mind.

The character who is closest to myself... I guess I would have to say the main character. (laughs) I think my personality peeks through (or pours through) in the way the protagonist talks and responds to others. (laughs)

The player and Haru having a card battle. The player used a green 3 card and Haru played a pink 2. Both characters are smiling and cheerful

I really enjoyed looping back to pick up on threads that I missed in previous runs, and feeling like I was getting a little closer to the truth. Can you tell us how you came up with this system?

The idea came when I thought that combining a text-based adventure game with roguelike elements might work unexpectedly well. Text-based adventure games basically guarantee a certain amount of randomness and different outcomes with each run, so I thought it would be a good match. I thought that looping through multiple playthroughs would work if there was an overarching mystery flowing through the main story, and thus the base game was born.

While the main story is a mystery, I thought the conversational techniques created through deck-building were refreshing and quite charming. Can you tell us about anything in particular you want players to notice about these conversations?

I have always loved and been deeply interested in the act of conversing, so the idea of turning conversation into a gameplay mechanic came to me quite easily.

I remember it was a lot of fun deciding the personalities of each character while composing their dialogue!

Large text calendar with days crossed out, and showing today is the eleventh day of the loop, March 11 (Thursday), graduation day

If you were stuck in a loop in the ten days leading to graduation, is there anything that you would like to do?

The ten days right before graduation is truly a time of freedom, or rather, it feels like a time when you are finally free from all obligations! I remember I was so happy after my exams were finally over. (laughs)

So if it were me, I think I would take it easy and just try to enjoy it to the fullest. (laughs)

Is there anything in Toroidal to which you want to draw the player's attention?

We worked hard to create lots of events! We hope you can see all the different aspects of each character.

The character design, UI, stills, etc were made by Devneko, #hateno, and Yuyu, and are all super high quality, so I would especially like to highlight those for players to check out!

Zoomed-out chibi pixel art representation of the classroom and classmates standing around. Ko-jin is highlighted, and on the right is his full profile picture (a blond student with a smirk and one hand on his hip, and a mask pulled down over his chin) and friendship level

Do you have any indie games that you'd like to shout out? What do you like about them?

It's a bit old, but I liked YumeCore. I was really impressed that a side-scrolling beat 'em up could be so fun...! (I'm sorry, I don't know a better word.) I have high expectations for takayakata-san's latest game, ADEN!

Can you tell us about anything you are currently working on?

I'm currently working on a dating simulation game. I hope to be able to release it by the end of the year, but it's looking dicey. I'll do my best!

Post-battle results screen with text 'EXCELLENT!! The conversation was super lively! Keep it up!'

Do you have any messages for your players?

Thank you for your interest in Toroidal: Awaiting the Spring. We hope everyone is enjoying the game even just a little. And we are continuing to work hard to create fun games, so I hope you will continue to support us! Thank you so much!

Thank you for sharing your thoughts with us!


日本語 Muscular jock Hacchi staring down the player with wide eyes, with the sound effect of being glared at

(2023) 春待ちトロイダル

自己紹介してください。

さめさめサメーションというサークルを主宰しております、さめさめくんと申します。社会人として働きながら空いた時間でゲーム制作をしています!

ゲーム作りを始めたきっかけはなんですか。

小さい頃からゲームが好きで沢山プレイしていました。社会人になって時間に余裕が出た&精神的に大人になってコツコツ何かを続けられるようになってきた際に、何かを創ってみたいな~と思い、仲間数人に声をかけてゲーム製作を始めました。

Player meeting Fuwako, a small girl with a long blond ponytail and bright yellow ribbon. She is holding up her hands like cat paws and her eyes are closed

もしよろしければ、ご本人にとって一番好きなゲームや好きなジャンルをご紹介お願いします。

一番好きなのは「パワプロクンポケットシリーズ」です。今でも全作プレイ可能な状況で手元に揃ってます!

好きなミステリー作品などがあれば教えてください。

「逆転裁判シリーズ」は大好きです!実は自分自身はあんまりミステリー作品には精通しておらず、今作でもミステリー的な展開については共同制作者のまいにこさんに考えて頂いていました。

Demon explaining to the main character that they are gifting him with the power to have conversations with his classmates

この度の「春待ちトロイダル」という作品についてご紹介お願いします。

学園生活シミュレーション風の推理カードバトルゲーム(ちょっとローグライク要素あり)です。改めて一言で書こうとすると結構要素盛り盛りですね……笑

とある離島に突然連れて来られた主人公。10日間でループしてしまう高校生活から抜け出すべく、主人公は「対話」を武器に島の謎を解き明かしていく───。

「対話」をモチーフにしたカードバトルを軸に、日常生活中でクラスメイトとの交流を楽しんでもらえればと思っています。

「春待ちトロイダル」を作るときに、どのようなプロセスで作成しましたか。

インディーゲームは初制作なので通常の制作プロセスをあまり理解していないのですが、かなり普通の制作プロセスで作っているかと思います。最初に企画書を書いて、必要なタスクを書き出して、それを各メンバーに割り振って……という感じです。

強いて言うなら、自主制作ではありますが今回は強く締め切りを意識して制作していました。今回の制作メンバーは全員社会人で別に本業がありましたので、彼らが長期の開発で疲弊することがないように進捗具合に応じたゲーム内容の再検討なども行っていました。完成するのが第一目標、という意識を強く持っていました。

The demon's shop, filled with colorful conversation cards of different values and prices. There are also shop tabs for Stats, Conversation Skills, and Loop Abilities

「春待ちトロイダル」を作成するにあたり、最も影響を受けたものは何ですか。

一番影響を受けているのは「パワプロクンポケットシリーズ」の構成です。ローグライク的な構成については「リトルノア 楽園の後継者」にインスパイアを受けています。制作中に見ていたアニメなどの影響は受けやすい方なので、もしかしたら意図せず製作当時アニメを見ていた「ジョジョ6部」の影響などもシナリオ展開などに出ているかもしれません笑

「春待ちトロイダル」を作成するにあたり最も挑戦したことなどはありますか。

ゲームを完成まで1本作り上げた経験がなかったので、その部分については一番重要視していました。下手でもいいからとにかくちゃんと発売しよう、というのが最も強く意識した点です。

Pug, a serious-looking classmate with dark hair draped over one eye, says, 'The person who wrote it must be someone in this class...'

登場するキャラクタたちがとても魅力的で繰り返しながら会話を深めていくのがとても楽しかったです。これらのキャラクタたちにはモデルがいますか。ご自身はどのキャラクタに一番近いですか。

キャラクター原案についてはBFさんに出して頂き、非常に魅力的なキャラクター達に仕上がっていると思います。具体的なモデルの人物というのはいませんが、BFさんに出して頂いたベース案に「こういうキャラだよね~」というすり合わせを重ねてイメージを固めていきました。

セリフの大半は自分が書いたのですが、セリフを書く際はある程度各キャラクターを自分のイメージするペルソナに当てはめながら書いていました。

一番近いキャラクターでいうと……やっぱり主人公ですかね笑 人と話すときの受け答えの感じとかは、かなり自分の素が出ている(出てしまっている)かと思います笑

The player and Haru having a card battle. The player used a green 3 card and Haru played a pink 2. Both characters are smiling and cheerful

やり残したことをループしながら拾っていき、真実に少しずつ近づいていく感覚がとても楽しかったです。このアイデアに至った経緯など、もしよろしければ教えてください。

テキストADVにローグライク的な要素を組み合わせたら意外といけるんじゃなかろうか、と思ったのがアイデアの発端です。テキストADVは周回ごとの変化やランダム性が基本的に担保されているもあり、相性がいいんじゃないかなと。そこに周回時の積み重ねを追加して、ADVのメイン目的としてミステリー的な流れを加えればいけるかな、という形でベースの企画が出来上がっていきました。

ミステリーがメインストーリーでありながら、デッキ構築で作り上げられる会話術はとても高校生らしく、さわやかでこのゲームの魅力をより引き立てるものと思いました。これらの会話で何かこだわりなどがあれば教えてください。

自分は昔から「会話」という行為が好きで興味も深かったので、会話をメカニクス化して遊びにするというのは割とすんなり着想を得られた部分でした。

各キャラクターの性質を決めながらそれぞれのセリフを構成していくのは楽しい作業だった記憶があります!

Large text calendar with days crossed out, and showing today is the eleventh day of the loop, March 11 (Thursday), graduation day

さめさめくんがもし、同じように卒業までの10日間でループにはまったら、何かやりたいことはありますか。

卒業直前の10日間って本当に自由というか、何も義務付けられていない解放された時間って感じですよね!受験が終わったあと本当に嬉しい時間だった記憶があります笑

という訳で、自分だったら本当にのんびりして満喫し続けてしまうと思います笑

「春待ちトロイダル」において、プレイヤーに伝えたいこだわったポイントなどありますか。

イベントは頑張ってたくさん作りました!各キャラクターの色んな側面を見てもらえたらと思います。

キャラデザやUI、スチルなどもDevnekoさん#hatenoさんゆユさんにかなりハイクオリティに仕上げて頂いたので、是非とも見て頂きたい注目ポイントです!

Zoomed-out chibi pixel art representation of the classroom and classmates standing around. Ko-jin is highlighted, and on the right is his full profile picture (a blond student with a smirk and one hand on his hip, and a mask pulled down over his chin) and friendship level

おすすめのインディーゲームはありますか。おすすめのポイントも教えてください。

ちょっと古いですが「YumeCore」は好きでした。ベルトスクロールってこうやって面白くなるんだ……!ってすごい思いました(語彙力不足でスミマセン)。鷹館さん新作の「亜電」も期待大です!

今はどのようなプロジェクトを進めていますか。今作っているゲームなどをもしよろしければご紹介お願いします。

今は恋愛シミュレーションゲームを制作しています。年内に出したいなと思っていますが出せるか微妙です、頑張ります!

Post-battle results screen with text 'EXCELLENT!! The conversation was super lively! Keep it up!'

プレイヤーの皆さんへ何かメッセージがあれば一言お願いします。

「春待ちトロイダル」にご興味を持って頂きありがとうございます。皆様に少しでも楽しんでいただけていれば幸いです、今後とも面白いゲームを頑張って作っていければと思っていますので、引き続きご愛顧頂ければ嬉しいです!よろしくお願いします!

この度はインタビューにご協力いただき誠にありがとうございます。

samesamekunVisit SameSameSummation's homepage for more information and their latest updates.