1 source just now
DYU/TAN Turns Your Outbound Run into the Return Route's Reward
The return route makes the player's own outbound play the level to beat, and Tomato Nikomi's admission that ignoring the traces can be the easier clear names the balance problem that design creates.
Reporting from 1 source: 4Gamer.net.
DYU/TAN, exhibited by solo developer Tomato Nikomi at the indie game exhibition DREAMSCAPE #5, fuses auto-run jump action with a rhythm game. The player runs forward automatically and picks between a normal jump, a charged jump, and one that breaks terrain, with charge length matched to the ground ahead. Clearing the outbound route starts a return leg, where the landing points of your own jumps wait as traces; hitting those beats triggers resonance and a midair charged jump.
Tomato Nikomi has described the target feel as the pleasure of dashing through Super Mario at full speed all the way to the goal, and he broke that down into prediction, execution, and checking the answer before using those steps as a yardstick. That is why DYU/TAN skips strict rhythm judgment. The title came from the sounds "dyu" and "tan" that slipped out during test play. The open problem is the one he raised at the exhibition: a scrappy outbound clear can make the return route easier to finish by ignoring the traces entirely, and he wants to refine it further.
Written with AI by Yomimono from the 1 cited source below, including Japanese-language reporting where cited. See our editorial policy.
Add Yomimono as a preferred source on Google