GAME / 2026
どうぞ、
おかけください。
Say “すみません” and nudge everyone into place—even a vending machine, subtitles, and the Earth. Ten absurd scenes where whom you push first and which side you approach change the way through.

PLAY / v1.2.0
There’s a seat for everyone.
Ten scenes, with Japanese in-game text. No long dialogue to read before trying something. Move with WASD, arrow keys, or dragging.

The game loads only when you start it. On a phone, use landscape orientation and fullscreen.
- 01
Look first.
Two customers block an entrance, pigeons spread their wings, and a viewer cannot see the screen. Each scene has a small problem between its guests and their seats.
- 02
Which side first?
Move the blue object and push others onto footprints or seats. If a direct push jams the entrance, make room at the side first. The controls stay simple; order and direction change the result.
- 03
Adjust one more time.
A polite bow can bump a neighbour out of place. Fix the arrangement, or press Z to undo. The last seven scenes remain playable after completion so you can revisit their reactions.
GAME DESIGN / 日本語 PDF
Making a game out of taking a seat.
The Japanese proposal gives every scene a page for its setting, goals, decisions, NPC responses, and joke. It also records five iterations, distinguishing early external playtests from the author’s later replay findings.
MAKING & CREDITS
Making the game
- Concept & production
- 王家進 / Kashin Ou
- Development assistance
- Codex
- Voice
- macOS Kyoko (synthetic voice)
- In-game typeface
- Zen Maru Gothic / SIL Open Font License
Images on this page are game captures. The implementation uses AI development assistance.
- 01Ten scenes. Choose the order and direction of each push.
- 02Iterated through real playtests from the first prototype
- 03Nudge, watch the response, then adjust the arrangement
From chairs to a meeting room
The first prototype was a simple arrangement of people and chairs. Real players found that seating people alone was dull. I saw a need to give the action a purpose and a context, so I introduced a meeting room that showed whom to guide and where.
Giving movement a response
Further playtesting of the meeting-room version still exposed a dry experience. I added repeated “すみません” and “通ります” when the player bumps into people. The intention is for polite phrases to become absurd through repetition, giving simple movement a more expressive response.
What expanding the scenes left behind
Playtest feedback led me beyond the meeting room and into ten scenes. Replaying the later scenes myself revealed that too much of the play had become carrying an object to a destination. Version 1.1 added responses during movement, including chain reactions and moving plates. A further replay exposed a remaining problem: there were more reactions, but still too few reasons to choose how to push.
Making order and direction matter
Version 1.2 anchors every scene in saying “すみません” while pushing others into designated places. The vending machine must move two customers outward; the cinema requires both seated viewers and readable subtitles. A pushed tea cup stops sushi plates, while pushing the edge of Saturn’s ring turns it through a narrow passage. Order, direction, and space now affect the result. The proposal gives each scene its own page covering goals, decisions, NPC responses, and the joke. Whether these changes are more fun remains a question for the next human playtest.