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A prolific, award-winning experimental game studio lead by one person, Omiya Games strives to push the boundaries of what’s possible with games by challenging the player with strange and memorable experiences.

Taro Omiya @OmiyaGames


Indie Game Developer

Troy, NY

Joined on 12/9/14

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Posted by OmiyaGames - October 14th, 2016

Excuse the obvious self-promotion, but as the title implies, we just released a full-fledged game:

Not a Clone is now out for iPhones, iPads, and Androids!

This game has been in a long time in development -- 2 years, in fact -- and we're proud of what we've made.

In a more Newgrounds-related news, we're glad to say the latest Unity's WebGL has been quite stable, and it looks like the upcoming one will even upgrade to the new WebGL v2.0 standards.  Since a ton of our games posted on this site are obsolete Unity Webplayer games, we are making plans on converting them to a WebGL format.  We have no dates or estimates yet on when this will happen, but hopefully we can provide more information very soon!


Posted by OmiyaGames - July 18th, 2016

[Cross-posted from Omiya Games]

Some of you may have noticed that a new version of Not a Clone Demo has been released. This is quite a rapid turnout compared to the last release, which came out a full month after the demo debuted. What’s going on?

In short, we’ve been syncing the code and assets for the demos with the recent private beta releases so that both will have the latest development changes in the game. This should help us respond more quickly to the comments on the demo and from the beta testers. Of course, since we’re now working on bugs and small enhancements, the changes between the different versions of the demo will be relatively minor.

In any case, we haven’t actually posted the changes made since the first release, so here’s an extensive list on what’s been done so far:

  1. Updated how the loading screen looks to appear more like a text message screen.
  2. Changed the bottom of game over screen to use less screen-estate.  High scores button is now placed in-between restart and home button.
  3. Added a new music for challenge mode.
  4. Added more sound effects, both for pop-up events and a couple of microgames.
  5. Updated credits to include our current beta testers.
  6. Reduced WebGL memory usage by packing sprites into less image files.  PC/Mac/Linux build remains unchanged.
  7. Updated Angry Monkeys’ physics.  The monkeys no longer collides with the slingshot or each other, and the shot-direction is based on the position you’ve let go of the slingshot, not the direction the sling moves.
  8. Background music now fades-in before a microgame starts.
  9. Reduced memory usage on all platforms by loading most sound effects and music on-the-fly.
  10. Clicking on the pause button no longer triggers a mouse-down event on a microgame.
  11. Made challenge mode a lot easier by dramatically increasing the amount of time available to the player.  The previous times assumed the game was played on a multi-touch-supporting touchscreen, but there is now a different time set for mouse.
  12. Fixed a few typos in the loading screen’s text messages.
  13. Doubled the animation speed of Light Tiles.
  14. How the first couple of microgames are selected is a lot less random.  If the player’s best score is below 15, they will always be served with a predetermined order of microgames.  If they score higher than or equal to 15, the first 10 microgames are those that either have low number of plays, or a low rate of winning.
  15. Fixing “Clone of:” label not being translated properly in Pig Latin (fun fact: the language’s purpose is to confirm our localization script works).
  16. The speed-up is calculated differently.  It’s a little easier in the beginning, but gets harder towards the end.

Let us know what you think of the changes!

Posted by OmiyaGames - February 1st, 2016

So I haven't been uploading any new games recently.  Part of this is because, yes, I haven't technically been making a lot of games, but another part is that despite Unity declaring their WebGL export to be stable...based on anecdotal evidence it doesn't seem to be (especially audio).  Right now, I'm using Unity 5.1.4 which doesn't have the stable exporter.  I do plan on migrating to the latest (as of this writing, Unity 5.3.2) after MAGFest, but I was wondering if anyone had any tips on upgrading our current Unity Webplayer projects (most exported from Unity 4.5) to Unity WebGL.


Posted by OmiyaGames - March 28th, 2015

Hey, guys.  Apologize for the lack of update in the recent months.  Truth be told, it's been a difficult to sustain the regulary #OneGameAMonth challenge, both physically and financially, so we're trying something a little different.  We've started working on a more long-term project by remaking Not a Clone for the mobile.

So what does that mean?  There's going to be less games from us, at least until Not a Clone is done.  There is, however, Ludum Dare 32 coming up mid-April, so we may see another game from us, soon.

Thanks for your patience!

Posted by OmiyaGames - January 13th, 2015

Thanks to the feedback, I was able to fix a few bugs in Suddenly, Thousands. They are:

  • Changed back the method to detect whether characters can be recruited or not. In a past update, the vertical distance was ignored, but it’s brought back in again after breaking level 11.
  • Fixed the magenta switches in level 11 and 12 not correctly opening the door upon the first trigger. In level 11, this could trap your character at the top of the level.
  • Fixed the recruitment radius projector from rotating with the camera.
  • Shifted the switch and the last obtainable character in level 5, making it difficult to recruit the character.

Posted by OmiyaGames - January 13th, 2015

As suggested by fans, Letters From Secret Santa has been updated with better controls. The changes are:

  • Pressing up or W will now cause the character to jump.
  • Similarly, pressing down or S will make the character pickup or drop words.

Posted by OmiyaGames - December 15th, 2014

Hey, guys.  I'm the (usually solo) developer at Omiya Games.  I've been posting 8 games this weekend, and the comments has been absolutely amazing!  I'm very flattered by the whole thing!

Anyways, I write this news in regards to how I got 8 games on here within a short amount of time, and what to expect next.  As noted in my profile, I'm a #OneGameAMonth challenger.  The games I've been posting were past games I've made during this challenge.  As of right now, I've already posted all the web games I had that I have permission to post onto other web portals.  So unfortunately, there won't be another game for few weeks.

That said, there is one coming next month.  In fact, it's already done; I temporarily don't have the permission to distribute it.  I will have that permission within the second week of January, so I hope you guys look forward to that.

In addition, I'll be around MAGFest next month to attend their Global Game Jam.  Yes, that means I may have two games out by next month!  If you guys plan on attending Global Game Jam at MAGFest as well, let me know!  I'd love to see you guys.

Oh, and out of curiosity...why no love for Not a Clone?