TomareDeTomare v2
About the Project
TomareDeTomare started as a very small experiment.
The original idea came from a simple visual ambiguity in Japanese: at a glance, 「止まれ」 (tomare, “stop”) can be misread as similar-looking characters such as れ / わ / ね.
From there, the project grew into a timing-based minigame about misreading and misleading.
The game went through two main stages—an initial v1 experiment, and a later v2 beta—before reaching its current, simplified form.
How to Play
Simple minigame where you need to stop ("tomare") at the right timing.
Average playtime: ~3–5 min
Version History
ver.1 (Early Prototype / September 2023)
- Extremely minimal rules and presentation
- Focused purely on the idea of misreading 「止まれ」
- Available only in Japanese
This version was a quick test to see whether the core idea worked at all.
ver.2 β1 (Playtest / October 2025)
At this point, the game structure was already close to its final form.
What the Beta Included:
- Complete game loop (Countdown → Levels 1–12 → Result → Restart)
- Background transition (day → night)
- BGM and basic SFX
- Result feedback screen
Despite the initial ambition, most changes during the beta phase were limited:
- Adjusted only the final level
- Added a small hint / riddle-like element
- Minor tuning based on playtesting
Although I wasn’t able to realize everything I originally planned, simplifying the game and committing to a short, focused experience felt like the right choice.
Credits
Design / Code / Sound — ponomae
Languages — Japanese / English
Made with Unity
| Updated | 17 hours ago |
| Status | Released |
| Platforms | HTML5 |
| Author | ponomae |
| Genre | Action, Puzzle |
| Made with | Unity |
| Tags | Experimental, japanese, minigames, perception, short-game, timing, Word game |
Development log
- Devlog #8 — TomareDeTomare ver.217 hours ago



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