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

Development log

Leave a comment

Log in with itch.io to leave a comment.