On Saturday, March 22, 2025, the 18th Fukuoka Game Contest "GFF AWARD 2025" (hereafter GFF AWARD) was held.
The "GFF AWARD" is an event that fosters collaboration between industry, academia, and government by the Fukuoka Game Industry Promotion Organization, aiming to make Fukuoka a hub for the game industry. This marks the 18th year of the event.
A staggering 846 works were submitted by students, amateurs, and indie game creators from across the country! Which work would take home the Grand Prize?!
Introducing the "GFF AWARD" Judges

The judges who selected this year's Grand Prize were, from the right:
- LEVEL5 President and CEO Akihiro Hino (@LEVEL5_times)
- CyberConnect2 President Hiroshi Matsuyama (@PIROSHI_CC2)
- GANBARION President Chikako Yamakura (@ganbarion)
- Associate Professor Hiroyuki Matsuguma, Faculty of Design, Graduate School of Kyushu University
and the guest judge
- "Gakuen Idolmaster" Producer Hidefumi Komino (@JohnnyVorthosP)
Game Software Division Finalists Present

This competition featured the final public judging for the Game Software Division, where the 4 groups that advanced through the selection process gave presentations, followed by a Q&A session with the judges.
Group 1: "Utayo"
Utayo participated from Kobe.
As an individual entry, they handled everything, including planning, design, programming, and sound.

The entry "Slitherise" is a physics action game where you control a single snake waking up in the darkness.
While it seems like a simple action game controlled only with a mouse, it adds gimmicks, obstacles, and collection elements to make the game more dynamic, and features a story that reveals why the mysterious snake aims for the top.
Comment from Mr. Matsuguma
An individual entry is rare, and its world and cute depiction of the snake are well-expressed.
It's easy to lose perspective when creating alone, so I'd like to know how you debugged and collected feedback.
Also, why did you decide not to have a stage system?
Comment from Utayo
I exhibited at game events and university festivals and made improvements based on feedback received.
The reason I didn't include a stage system is because the gameplay I was influenced by in mountain climbing games, often called the "ascetic" type, involves working hard to clear a single large stage, so I designed it as a single stage.
Comment from Mr. Komino
I think mountain climbing games served as the base for this, but why did you decide to combine that with this unique world and this snake character?
Comment from Utayo
I wanted to make a stylish game, and thinking there aren't many snake action games, I combined the concepts into a mountain climbing game starring a snake.
Group 2: "Studio Grimm"
"Studio Grimm" is a team of 8 programmers aiming for sales on Steam.
They stated that having 8 programmers provides strong implementation capabilities and the ability to quickly tackle challenges, which they consider their strength.

The entry "Grimm Kitchen" is a game where you can enjoy both action and management. In the action part, players defeat enemies and collect ingredients in a fairy tale world, and in the management part, they take on challenges ranging from hiring part-timers to arranging the dining hall and kitchen, aiming to become the world's best restaurant.
Comment from President Hino
The level of completion is very high, and it wouldn't be an exaggeration to say it's the most well-made entry among those received so far.
Managing a team of 8 programmers must have been quite challenging, so who took the leadership role?
Comment from Studio Grimm Leader Yamamoto
After volunteering and listening to everyone's preferences, I assigned roles based on my past game production experience.
As a leader, I brought everyone together. By repeatedly consulting and ensuring everyone agreed, we all moved forward on the same path, and everyone taking ownership allowed us to complete the entry.
Comment from Inami, who was in charge of graphics
Regarding the game's graphics, we primarily used commercially available assets and aimed to get as close to completion as possible within a year. When assets didn't fit its world, we created models, added animations, wrote shaders, and built the shapes by arranging things ourselves as needed.
Comment from President Matsuyama
Honestly, hearing there are 8 programmers, I can't help but wonder how you prepared these resources and how you controlled and brought it all together at such a high level.
Were you conscious of or particularly focused on the graphics and world design?
Also, how long did it take to complete?
Comment from Yamamoto
Actually, many of the members were making an action game for the first time.
Many of the participating members create quite unique games and had unique ideas, which I think contributed to this world design.
Development started in April of last year, so the production period was about one year.
Group 3: "Team Maguro the Devilish and Foolish Way"
"Team Maguro the Devilish and Foolish Way" was named after tuna, which must keep swimming to breathe, reflecting the short 3-month development period and the need to constantly move forward.
Since all team members are gamers, they reportedly had extensive discussions about the game's feel and sensation.

The entry "Hougeki Shoujo (Cannon Girl)" is a chaotic 3-on-3 cannon battle game based on the concept "Now, high school girls grasp cannons instead of tapioca." Getting hit by an attack, including friendly fire, causes players to be downed. This element is envisioned like "purse seine fishing," requiring strategies to surround and guide enemies.
Comment from President Yamakura
The entry and PV are highly complete, and I had fun playing in the waiting room.
I felt that the bird's-eye view 2D action was created with beginner-friendly difficulty, but since there's no height element, what aspects did you focus on instead?
Comment from Team Maguro the Devilish and Foolish Way Leader Yokoma
We designed the game's hit detection to be intuitively easy to understand, ensuring it wouldn't be overly complex for beginners.
Although it looks 2D, we actually adjusted the hit detection using 3D to make it easier to understand.
Furthermore, by introducing friendly fire, we incorporated elements that allow for comebacks in any disadvantageous situation. We implemented this because we believed that mistakes during play would increase the fun in party settings.
Comment from Mr. Matsuguma
Having fun together is enjoyable in itself, making it a game that builds excitement, isn't it? I feel the quality is quite high because that aspect was properly realized. By the way, what is the team composition?
Also, I sense a strong commitment to making it a high school girl game. What are your thoughts on that?
Comment from Yokoma
Our team consists of 3 sound members, 2 designers, 4 planners, and 5 programmers.
Regarding character voices, we asked a female planner on our team for one character. For the other characters, we had professional voice actors and voice acting school students record their voices.
We were particular about the high school girl school life aspect. First, since all team members are male, they like girls, right? That's one reason. But more than that, our original target audience was the junior students at our vocational school. Many of the junior students are also male, but when we considered what kind of visuals and world view would resonate with them, we thought this concept might be well-received. The feedback from the junior students has been positive, and we are confident that it hit the mark.
Group 4: "Emu Matsuura"
Emu Matsuura had originally decided to apply as an individual creator. When considering what was important to win against team creations, she felt that planning the game's system and mechanics was the most important, so she focused on that during production.
She came to Fukuoka with high spirits, even making her own T-shirt to wear at the venue.

The entry "Window Action" is a puzzle window action game that is simple yet requires thinking to reach the goal.
With simple controls using windows to guide a blue square object to the goal, it is designed for replayability, emphasizing intuitive understanding without needing verbal explanation.
Comment from Mr. Komino
I'm glad to hear that you created it with a very solid rationale, understanding your strengths and weaknesses as an individual and competing with ideas. On that note, assuming you are creating something with logic, I'd like to ask: what was the inspiration behind making a game using "windows," which we interact with every day?
Comment from Ms. Matsuura
I was inspired by the depiction of a controllable character going outside the window in a certain work, and decided to create this entry.
Comment from President Hino
The more I played, the more I got hooked. I was also surprised that it has become a solid puzzle game using window manipulation.
Were there any technical challenges or difficulties you faced during production?
Comment from Ms. Matsuura
Since I didn't use a game engine for this entry, creating hit detection with depth and relative position was the most challenging, but I created it using AI.
Comment from President Hino
Where did you use AI?
Comment from Ms. Matsuura
I used it to assist with programming. There were many things I didn't understand even after looking at Microsoft's official API, so I tried feeding the problem to the AI once. Then, I studied from there and challenged myself to develop it into its current form based on games I like.
Talk Show with Mr. Komino and President Matsuyama!

Before the results announcement, Mr. Komino, the producer of "Gakuen Idolmaster," took the stage. With President Matsuyama as the moderator, he shared anecdotes from his childhood to the present.
Following that, a "Question Corner" was also held, where they answered questions submitted by participants in advance.
Since they were answering themselves, questions flooded in, prompting President Matsuyama to exclaim, "Everyone loves Idolmaster too much!"
Finally, the Results Are Announced!

Out of hundreds of submissions from across the country, 4 excellent entries gave presentations at the Fukuoka venue, and the entry brilliantly selected as the Grand Prize winner was...
"Hougeki Shoujo (Cannon Girl)"!
President Hino explained the overall review for "Hougeki Shoujo (Cannon Girl)".
The settings for each individual character were written very properly, and the character differentiation was really well done.
The fact that it was made without cutting corners in that aspect, and the spirit of trying to entertain those who watch or play was put into "Hougeki Shoujo (Cannon Girl)," made it a truly wonderful entry.

Yokoma, the representative of "Team Maguro the Devilish and Foolish Way," said:
It is my favorite entry among my own creations. I am very proud to have won the Grand Prize in a contest like this. I would like to use this as motivation to move forward, and I appreciate your support.
and conveyed words of joy and gratitude to the team.
"Team Maguro the Devilish and Foolish Way," the Grand Prize winner of the 18th Fukuoka Game Contest "GFF AWARD 2025," will receive a certificate of commendation, a trophy, and a prize of 300,000 yen.
The 19th "GFF AWARD" Announced!

To continue fostering and providing opportunities for creators, it has been decided that "GFF AWARD 2026" will also be held next year.
Applications are open to students and general amateurs, so be sure to submit your valuable work!
Details on the "GFF AWARD" can be found on the Fukuoka Game Industry Promotion Organization Official Website.
The archive of this competition can be viewed on the Fukuoka Game Industry Promotion Organization Official YouTube.
🎮 イベント終了 🎮#GFFAWARD2025 無事終了いたしました!
ゲームソフト部門の大賞は「砲撃少女」でした✨
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たくさんのご参加&応援
本当にありがとうございました!— GFF (@GFF_PR) March 22, 2025