Hamumu Games, Inc. Hamumu Games, Inc.
 - Home - Games - Blog - Halloween - About - 
<< < 10 11 12 13 Page 14/124 15 16 17 18 > >>
  Volleyball Dice! 10:04 AM -- Fri July 24, 2015  

Hey, it's time to learn a new game. This is a game I invented a couple weeks ago. It may or may not be good. It's a simple dice game, along the lines of Farkle or Yahtzee. It probably sounds a little confusing at first, but if you play a few rounds you will catch on:

Volleyball Dice

SETUP AND CONCEPT
This is a quick game for 2 players. Each player gets 6 dice, representing their 6 team members. A round is played until one player is out of dice. Then everybody gets their 6 dice back and the scoring player serves for the next round.

SERVE
One player serves by rolling their dice and lining them up in a row in front of them (keep your row nicely aligned - both players need to know which die is in which spot!)

FOOTWORK
The other player does footwork by rolling their dice. They put their dice into a line as well, and they decide which of their dice to match with which of the opponent's. The rules are:
  1. If the dice are equal, both stay.
  2. If one is higher than the other, the lower die is removed from play.
BUMPS
If the receiving player now has less than 6 dice, they can do up to 2 bumps before returning the ball. To bump, you roll one of your dice that are out of play. Put it back in your line anywhere that is unoccupied *provided* that it is equal to or higher than the opponent's die in that spot. If there is no spot it can go, that bump is a failure and the die remains out. You don't knock out the opponent's dice when bumping even if your new die is higher than theirs.

RETURN
Now this player returns the ball. They don't do anything - the dice they have in front of them is their return. The first player has to roll their remaining dice and do Footwork now, followed by Bumps, and then they Return it back, all following the rules above.

SCORE
When somebody runs out of dice, that means the ball has touched the ground on their side of the court, so the other team scores a point. The scoring team now serves, starting a new round with everybody back up to 6 dice.

Play to whatever number of points is appropriate!

OPTIONAL RULE
This is probably a good thing to add: If you roll 3 of a kind on a serve or footwork, it's an Ace or Spike respectively, and you win the round on the spot.

NASTY OPTIONAL RULE
Games going too long? Try this: if you fail a bump, just like in real volleyball, you've dropped the ball and thus the other team scores immediately. Now you're not going to bump unless you have a really good chance to place it!

EXAMPLE ROUND
P1 rolls to serve. They get 5, 3, 1, 6, 4, 2.
P2 rolls for footwork. They get 2, 1, 4, 3, 1, 1. (sad!)
P2 decides to line their dice up as follows:

P1: 5 3 1 6 4 2
P2: 2 4 1 3 1 1


This was actually a bad play (P2's 3 should've been played against the 2 or 1, where it would win, but that would make this example really long!). As a result, some dice have been knocked out:

P1: 5 x 1 6 4 2
P2: x 4 1 x x x


So now P2 tries to bump to get those dice back. The first bump is a 1. That can't be placed in any open spot (it'd have to beat a 2, 4, 5 or 6), so it's no good. P2 bumps again and gets a 4. Hooray! They can put it up against either the 2 or 4. It doesn't matter which because bumps don't knock out the other player's dice.

P1: 5 x 1 6 4 2
P2: 4 4 1 x x x


P2 is now returning the ball (they don't roll, their return is just their existing dice), so P1 rolls their 5 remaining dice for their Footwork, getting 3, 1, 5, 5, 1. They place them like this:

P1: 5 5 3 1 1 x
P2: 4 4 1 x x x


This is a knockout blow! All 3 of P2's dice are gone, and P1 has won this round. Looks like P2 must have hit it into the net. P1 will serve next round and everybody has 6 dice again.

So that's Volleyball Dice. Give it a try with your friends!
1 commentBack to top!
  Hamumu Revumu: Enslaved 10:08 AM -- Sat July 18, 2015  

Enslaved: Odyssey To The West

TL;DR: Don't bother.

Gameplay Gist: It's a 100% linear action-adventure game. You get to level up and apply points to a skill tree, but not in any way that matters. It's basically a movie you have to play through. There's a cut-scene, then a specific setup of enemies you have to 'solve', then the next cut-scene. No exploring, no choice of path. There is platforming stuff too, super simple.

Kombat Kuality: No. The fighting is bad. You fight with a staff and you have weak and strong attacks. But you don't mix them up in wacky combinations, you do weak, weak, weak, strong. And that is IT. You never do anything else. You CAN, but it doesn't do anything special, it's just individual attacks if you don't follow the basic combo. Aside from that, you can shoot laser beams at guys, but there's limited ammo for that, so you never do it outside of specific scenarios because you never know when you'll get more ammo. And since there's no re-visiting areas, or exploring, there is a fixed ammo supply. I hate that.

Story Stupid? Meh. Mediocre. Very very sexist story to be sure with the damsel in distress who constantly screws everything up, but otherwise semi-sorta-interesting. What's strange is that there is kind of a big twist to the story, but the entire twist is contained in the final cutscene. They really needed some stuff to build up to this twist (well, there are these flashes you get, and you wonder why, but that never builds up towards anything, it's just a total mystery until the final scene explains it bluntly). It felt weird. It seemed like any other game would have peppered in clues, and then had the revelation happen over the course of the final level in pieces, to make the final showdown meaningful. In fact, the 'final boss' in this game is basically the usual second-to-last boss of a game. Sort of a big showdown to get you into the throne room, where you would normally have an ultimate battle. Only in this one, there's no battle in there, just the last cut-scene. Last remark: the ending also kind of cuts itself off - it seems like it should have a big choice between one ending and another, but then it just picks one, and you never know what could've happened.

Wrapid Wrap-Up: I kept playing this game to the end. I didn't really want to, as the leveling-up is pointless, and the gameplay was never quite fun, but it was never bad enough that I didn't want to reach the conclusion. It did manage to pull me on with the mystery - I wanted to know what was going on. I was tempted to go to Youtube to find out, but finding the 'solution' to each battle was just barely interesting enough to keep me playing (the most helpful thing was looking in a FAQ to see how many chapters there were, so I kept thinking I was close enough I might as well finish). Not a terrible game but truly truly a mediocre one.

Super Score: 57/100 Illogical Technologies.
Comment on this entry...Back to top!
  Steam Summer Gaming 09:45 AM -- Sat July 18, 2015  

So, the Steam Summer Sale came again (in the summer!). As always, I stocked up on insanely cheap games and lamented the death of the game industry. But I got a lot less than I used to, because with a backlog of well over a hundred games in my Steam account, and maybe an hour a day to game, I realized it's time to get picky. So I went in with a mission: I wanted action-RPG (or 'action adventure') games with skill trees and leveling up. That's the kind of thing that absolutely hooks me, so why waste my time with lesser games?

Of course, in the end, I found very few such games I didn't own! It was kind of depressing. And yeah, I got more than a few games of other sorts, but I did manage to keep it way down from my usual.

But then I took another step - I spent an hour or more going through my Steam list and breaking it down into categories! Oh how I love organizing data. So here it is. "Favorites" are games I'm currently actively playing (Clicker Heroes isn't exactly a game, but I do load it up every day, which I should stop doing because it's stupid....), "Active Fiddling" are ones I'm not really playing, but I'm theoretically coming back to every so often to peck at a little more.

"Big To-Play" is where it's at - these are the 'big games' that I'm planning to play through to completion in one fell swoop, one at a time. This list is bigger than I had expected, currently at 61 games. Odds are I won't actually play them all, and many I will try out and quit because they are terrible, but I am glad to have this handy list of monster games that intrigue me. Without such a list, I'd probably just spend the rest of my life opening that "Borderlands" category exclusively, and that's not good for me!

After that self-explanatory "Borderlands" category, there's "Check Out" which are games that intrigued me enough to buy them, but I don't know if they're really worth playing, or in some cases, I don't even know what they really are. So I hope to open those up and eventually move them to another category.

And then it goes on with other specific categories in case I want to pop open a fighting game or a puzzle game someday when I am in the mood. But my main goal is to crank through those Big To-Play games. I really enjoy immersing myself in a fun action-RPG and figuring out what skills I want to pick up in it, so away I go!

I've started this process already, a few weeks ago (when the summer sale happened!), and I'm actually a few games into it at this point. I plan to bring you reviews as I go. Stay tuned for your first review, up next!
1 commentBack to top!
  I'm a celebrity! 03:27 PM -- Tue July 14, 2015  

It has been a few minutes since my last journal entry. Perhaps time for another.

The other day, I was playing Wolfenstein (The New Order, fun) when suddenly my computer died. And I mean DIED. I've never seen this happen before. It just flicked off and went silent, nothing functioning at all, except my UPS which was screaming in agony. After a bunch of random flipping of switches and plugging of plugs, I discovered that my UPS was fine, which is bad news, because it means my power supply was dead.

For the first time in my life, I figured it was best to have a professional check this out - I knew I could buy a replacement power supply and I knew I could install it (I built my previous computer), but since I wasn't computery enough to be sure the power supply was the problem, I might've wasted a few hundred bucks and a couple days of computer usage waiting for it to arrive.

So I headed down to the local computer repair shop, and the guy there took my computer, and collected some information from me. When he got to my email address, which I always spell out because there's no point in trying to say it, he said, "H-A-M... Hamumu? Like the software company?" I was shocked. This was a new experience. Well, he quickly explained how he had heard of me - it turns out he went to school with someone else famous, someone you may have heard of who goes by the name of SpaceManiac! He said SpaceManiac had given him all my demos, but made sure not to give him the full versions, so thumbs up on that. Plus, he said he felt like he was meeting a celebrity, so that makes me one. And I was wearing my "Robot Got Kitty!" shirt too.

So okay, maybe I'm not actually a celebrity, but it sure felt funny to walk in somewhere and be 'recognized'. If not a measure of my immense popularity, at least it was a nice demonstration of epic coincidence. Yelp returned about 5 computer shops within a few miles of me, and I picked the one where SpaceManiac's buddy worked.

Dramatic epilogue: they fixed my computer in a few hours, and as a bonus it was a lot cheaper than if I had fixed, because it turns out I didn't need anywhere near as powerful of a power supply as I had. So I got a much weaker one, which clearly is still running all my stuff just fine (and quieter too), for about a third of the price. All in all, a successful adventure.
3 commentsBack to top!
  The Maelstrom 04:14 PM -- Tue February 10, 2015  

The past few years have been a whirlwind. I have really had no time to sit back and relax for at least 2 years. I mean, I've taken vacations (and maybe spent upwards of 8 hours in a row playing games at times...), and that kind of thing, but if you've ever been the person in charge of setting up a vacation yourself, you know that's far from relaxing, it's just more work! And every vacation I've been on, I spent time each day checking in on every aspect of my business, so I was never really free to just relax.

That's been half the reason why I never blog anything anymore - I'm just overwhelmed with things that need to get done. The other half is that I don't feel like I have anything much to say about what I'm doing. Well, and the third quarter on top of those halves is that I'm embarrassed to discuss some of the things, not to mention most of it has nothing to do with Hamumu. The Hamumu story is simple (another 1/17 of why there's not much to blog about): I make updates for Growtopia. It's all I do, day after day. And they're secret, so I can't tell people about them until they're out, and even then, we don't spoil things about the game, we leave them for players to find. So if you want to know what I've been doing work-wise, that's it: updating Growtopia for 2 years. I've created some amazing stuff including entirely new games inside the game, things that I'm proud of and didn't even think could've been done, but there's still not much I can say about it. Except one hint: another 'in-game game' is coming soon!

So, this maelstrom churns around faster and faster the closer you get to the center, and I think I'm right on the tipping point of being sucked down - hopefully to Atlantis and not into a giant squid. In the past month, craziness has built up to a speed I don't think most people ever see in their lives. We went shopping for houses this past weekend in Texas (not for the first time, this has been a year-long process), found one, and put in an offer. By the end of the weekend, our offer had been accepted and the closing date was set... for two weeks from now. So in the next two weeks, I will be cleaning out my house, packing up, most likely buying a new car, selling two cars, handling the specifics of selling our current house, making another update for Growtopia (gotta keep em coming every 2 weeks!), working with the guys doing the website redesign, and working with the guys working on NPC Quest 2. And a few other things. I'm a lazy, laid-back guy. This is all so much more than I have ever dealt with. This is more than I usually have to deal with in a year!

But the dream and the hope is that once this 2-week span is up, it's all smooth sailing. I'll be in my new house relaxing by the pool. Ahhhh. I don't think that's the reality, but it's certainly going to be a lot calmer than it is right now. So back to packing up our game room. I'm gonna be one of those Austin indies you always hear about!
9 commentsBack to top!
  Cooperative Board Games of 2014 02:04 PM -- Wed January 7, 2015  

So, in the year 2014, I played a lot of board games. And most of those were cooperative games! Cooperative games are truly a different experience from normal board games. As the name implies (or just plain says), in a cooperative game, the players work together to try to beat the game. You either all win or all lose. Mostly, you all lose. This creates a very different dynamic from a competitive game, which involves a lot of back and forth discussion. This is just us, and probably it would be better to play differently, but when my family and I play these games, it almost doesn't even matter which character you're playing. All that affects is who moves the pawn around the board physically. The actions that pawn is going to take are actually decided by committee through a thorough discussion. I think these games would be more fun if people kind of took their own actions a bit and kept the discussion more high-level strategy... they'd certainly be faster! But they are very fun this way as well. So let's dive in to all the cooperative board games I played in 2014:

Forbidden Island
This was the first cooperative game I played (started in 2013, actually). Maybe the first one I ever played. It also happens to be - spoiler alert - my favorite of the ones I played! Well, maybe. There's another contender to come. This is notably the easiest of the games I'll be listing, and that's its biggest selling point. You can fire it up and have some fun, rather than twisting your brain in knots trying to barely hang on to your life. The board is made of a set of tiles, which over the course of time end up getting flipped over to display that they are flooded, and if they get flipped again, they sink beneath the waves, never to be traversed again. So you have to balance your choice of actions on your turn between 'placing sandbags' (flipping tiles back upright), moving, picking up treasure if you have the right cards (collect all four and get them to the helicopter to win), and trading items with other players. Each player has unique abilities, and you will need to employ those to stay alive as the island gradually sinks around you.

Forbidden Desert
As the name suggests, this is closely related to Forbidden Island. In fact, it's almost the same game. What it is, is much much harder. This time, your board made of tiles is a sandy desert, and you flip the tiles over on purpose, in order to excavate what's underneath and find the things you need to win. Over time, sand is blown on top of the tiles (by placing cardboard pieces on the tiles), and once 2 sand pieces are on a tile, that tile is no longer usable until you remove the sand. So unlike Forbidden Island, no tile ever permanently goes away here, but when there are 5 or 6 sand on a tile, you pretty much consider it a lost cause, though there is a Dune Blaster item you can get to clear all the sand from a tile in one shot. So you balance your limited actions each turn between removing sand, flipping up tiles to find things, picking up artifacts (the goal is to get all four and bring them to the launch pad, just like Forbidden Island), moving, and trading items. What's so brutal about this game is the water. There's very limited water supply you gradually run out of and must replenish at two oases which can only be used once each. I've played this game more than any of the others, and it took us about 6 games before we ever won on the easiest difficulty. Once you get water management taken care of, you start dying by getting buried in sand (if you run out of sand tiles, the game is over), or if you're really good but not good enough to win, you die because the storm reaches epic proportions and instantly kills you. All the games I'm discussing offer difficulty options, where you add or remove cards or draw more cards each turn in order to ramp up the challenge, and I believe this is the only one of the games where I ever tried higher than the easiest difficulty, since we played it enough times. But we did not win at higher difficulty.

Pandemic
Just like the previous two games, this is the work of designer Matt Leacock. And it does bear similarities to those games, though this is the most different of the three. You can tell that as he made these games, he was working through his ideas on different cooperative gaming concepts, as each one plays on the ideas a little differently. In this case, you're team of scientists, trying to cure four different diseases which are ravaging the globe. Like before, you have to balance your limited actions per turn between moving from city to city, treating people (removing disease cubes from the board), working on an actual cure for the disease by spending cards, and building treatment centers which you can later use to get around the map more easily (for some reason they have teleporters built into them, I guess). This is a fun game, harder than Forbidden Island but easier than Forbidden Desert, and it really presents you with a lot of conundrums when you have to think about what disease cards you know are coming soon (because each time an epidemic card is drawn, the discard pile is shuffled and placed on TOP of the deck, so those same cities are going to get hit again right away), choose to prevent an outbreak by reducing the disease in a city, or let it go to actually work towards a cure. All three of these games also feature different characters you play as, each with a unique ability, and the combination of what abilities your team has in each game drastically changes how you play it. This game is the one I mentioned above that might also be my favorite of the list. Best of all, it has little plastic disease cubes, and everybody loves those.

Flashpoint
This is a game about rescuing people (and cats) from a burning building before it collapses. We've only played this game about 3 times. I would say it's on the easier side, though unlike the other games, instead of a series of difficulty levels, this one offers two completely different modes - the one we played is very simple, but the other one is pretty mind-boggling, with all kinds of complex fire-spreading rules and hazardous materials that can combust. Just like the previous games, this one has you taking a limited number of actions each turn, and having to balance that between moving, hacking holes in walls, extinguishing fires, and picking up people (sometimes to find they're just a ghost and you wasted a lot of time getting to them...). It has a fair amount of similarity to the concepts of the other games, but instead of a finite deck of dangers, this one just has you roll dice each turn to see where new fires spark up. That makes it very unpredictable. Sometimes things go great, other times half the building explodes as fires chain-react. It's not bad, but it just doesn't feel up to par with the previous 3 games.

Ghost Stories
Now we get to something really different! This is a Chinese-themed game where the players are a bunch of monks who are ghostbusting a village. You win by beating the evil Wu-Feng who lurks at the bottom of the deck of cards, you lose in several ways which amount to the village being overrun by ghosts. This plays nothing like the other games, although it does have a board made of tiles, which flip over as ghosts haunt them. This game is super confusing, in large part due to the terrible instructions which don't even take you through a turn in order. There are game elements that are thrown in as an aside halfway through, and others that aren't even mentioned, you just have to extrapolate them from the reference card. We only played one time, and it was a very slow process of checking the manual over and over again to gradually piece together what the actual rules are. By the end (when we lost, of course, but we did manage to reach Wu-Feng! Well, he was the card at the top of the deck when we lost...), we had it mostly figured out and it was pretty fun. I think it's actually a good game, it's just so confusing to learn, and I have trouble imagining how we're going to teach someone else to play with us (we played with 2 players only). A tip for other people who try two players: there are special rules for 2 players, and I suspect that it will work much better to just play a 4-player game with each player manning 2 monks. More ghosts get summoned that way, but you have a lot more power at hand to deal with them, plus the rules aren't as wonky. Still hard to decipher though!

So those are the cooperative games I played in 2014! Here's to lots of other games in 2015! And hoo boy, I've been playing some awesome PC games in the end of 2014... just quick: you should be playing Borderlands (any version, I just happened to get The Pre-Sequel finally, and the moon-jumping in that really adds a lot to it, though Borderlands 2 is surely a better all-around game), and Shadow of Mordor (it's Batman, only better! So amazing!).
3 commentsBack to top!
  Sad Growtopia 11:59 AM -- Sun September 21, 2014  

Well, as I write this, Growtopia is currently dead! We've had to take the server down due to a hardware issue. We don't know when it will be repaired, but hopefully within 24 hours. We regret this inconvenience a lot more than you do! You can keep an eye on Growtopiagame.com for updates on the issue.

So that's the news on that. I mainly am posting to push the previous post down - I am no longer hiring! I found somebody to do the website job, somebody to do NPC Quest 2, and somebody else for a secret project as well. That's probably more than I can manage at once, so this will all be interesting. But all of those projects are underway and I'll try to throw in some updates on rare occasions when there's something interesting to see.

In other news, I am sick.
8 commentsBack to top!
  Hamumu Games is hiring contractors! 04:53 PM -- Wed September 3, 2014  

Hello! I have two jobs I need people to do, starting as soon as possible. If you're a programmer or a web developer, I need you! If you're not, find your friends who are. For both jobs, I am interested in finding someone who can work full-time on them if possible. I'll consider people who can't put as many hours in, but I'd really like these things to get done quickly. I'm offering hourly pay at a rate we agree on, or we can consider other forms of compensation if you would like. Here are the jobs:



NPC Quest 2
My previous programmer had to leave this project, so I am looking for a programmer to code this game. Not much has been done, so you can really start from scratch if need be in the language/tools of your choice. This is a top-down isometric 2D action-RPG, designed for as many platforms as possible, in this order of preference: iOS, Android, Windows, Mac, Everything Else On Earth. So the more of those you can cover with one codebase, the better. It's not a very big game - it's what I would call a "3 month project" (which means it'll take about 9 months if we really rush). You can see a few more vague details in the previous Journal entry.

The existing code is in Haxe, and I have an earlier prototype in Actionscript, but like I said, there isn't much written, so I am open to any tool that can develop for those platforms. I'm the designer on the project (my dream job!), and I have an artist who is dying to get back to doing more art once we have some more code available.

For this job, I need to see evidence of your ability to create mobile games, preferably in the form of a finished and released game. If you don't have that, I'm willing to talk, but hopefully you've got something else very impressive to prove you can do it! I know that even long-time professionals fail to complete projects at least half the time, so proof of the ability to see something through to completion is my #1 priority.



Hamumu Website
I'm looking for a web developer to completely redo the Hamumu website, top to bottom. This is a huge job, and I'm looking for somebody who can handle all the aspects - not just a CSS makeover, but diving into the PHP and MySQL monstrosity that lies beneath, so what we end up with is a website that works cleanly on mobile devices and PCs, meets modern standards, runs smoothly and bug-free, includes nearly all the existing social features I've built like Dumb Pages and Trophies, looks mighty pretty, and includes tools for me to update easily like a CMS. I recognize that this is no small feat, but I'm very ready to get it done!

The site is currently hand-carved from antique PHP and MySQL running on an Apache server. But like the other project, I don't care if you want to switch this over to a completely different technology (as long as it runs in web browsers...), just so long as you can import the existing data to it. All I'm looking for is an awesome website that does more than just advertise my games - it's a (simplified) social site.



So, if either job sounds like something you can do, please email jamul@hamumu.com with your resume and whatever questions you have and we'll get to talking!

If it sounds nothing like what you can do, then email your friends who do this stuff, and tell them to email me, because I want to get this stuff done this year!
5 commentsBack to top!
  NPC Quest 2 it is! 09:35 AM -- Wed July 16, 2014  

Thanks a lot, Blue Dwarf, for ruining my game by correctly guessing what we are developing. We chose this game because it's something I really want to play on my phone when I'm traveling or just sitting in front of the TV. It seems a shame that mobile devices have had no NPC Questing for all this time. I've also had this idea for expanding NPC Quest almost since the original was made, just gnawing at my brain. So it's time.

All the information below is subject to change since the game is not even in a tech demo state yet.

Yes, the greatest game in Hamumu history is seeing a sequel! NPC Quest 2 is the story of a village full of standard RPG NPCs who are troubled by the sudden disappearance of Baldric The Max-Level, who should've conquered the final boss by now and saved the world. So, with heavy hearts they set out to do what no NPC should ever have to do - stop standing in one spot and adventure.

NPC Quest 2 is being developed for mobile devices primarily, but will almost certainly also have a PC (maybe Mac too? Linux?) release. It's a whole lot more game than NPC Quest was, but the idea is the same: you are playing as an NPC, so you can't actually control your character (NPC means "Non Player Character", you know). There's much more interaction than in the original game though, with a couple of special abilities you can fire off when needed, potions you can use, 4 "moods" you can switch your NPC between (like the "run away" button in NPC Quest, you can choose which priority your NPC has), and interactive objects in the environment you might want to tap on to help out. There's also a little tiny skill tree, all sorts of loot, a village to upgrade, a bunch of classic NPC character classes, a story of sorts, and a unique world exploration mechanic.

NPC Quest 2 - coming someday from Hamumu & friends.
14 commentsBack to top!
  A NEW GAME!! ... is barely started 01:45 PM -- Tue July 15, 2014  

I suppose I should blog once in a while. I've been not mentioning this new project for some time, though it's been underway for months, because we haven't really gotten anywhere! There have been a lot of big delays, the latest of which we're still in the middle of, so what we have isn't even a tech demo yet. But an exciting new project is underway, even though I am spending almost all of my own time working on Growtopia as always. I've hired a programmer and an artist to work on this one while all I have to do is sit back and make up ideas. It's my dream job!

Anywhooooo... were you wondering what amazing new game we are making? Why of course it's a Hamumu sequel. Ah heck, let's make a game out of this blog post! Post your thoughts on what this might be a sequel to. One guess per person, until I give out a hint. Don't get it right though, I want to be able to give out a few hints.
14 commentsBack to top!
<< < 10 11 12 13 Page 14/124 15 16 17 18 > >>
Copyright 2021-2023, Hamumu Games Inc.