Ningami Trilogy - β demo
Overview:
This is a combo cart of the 3 origami-themed card-battling Ningami games (the 3rd of which is currently still in development). The first game tasks the player with conquering a dungeon with limited resources, the second is a board-game style roguelike of sorts, and the third is an open-world affair inspired by other portable 8-bit TCG games. Also included is the brutally unforgiving platformer Tobu Tobu Bōzu.
What's in this β demo build
- Ningami 1 - Updated to the modern standards of Ningami 2 and Ningami 3
- Ningami 2 - Slightly updated from the build on the Ningami 2 Itch page
- Most of Ningami 3, which includes:
- The bulk of the campaign (to put it in Pokemon terms: all towns/gyms are available, but there's no Elite 4/post-game battle facilities yet)
- 108 cards to collect
- 6 netsuke to earn (think Pokemon badges)
- Tobu Tobu Bōzu - Functionally the same build as the one on my Itch page, but now in a more convenient package
Ningami 3 tutorial stuff for anything not immediately obvious or properly explained in-game
- You can press Select to end your turn early. This is true across all Ningami games available in this collection.
- When editing your deck, you can't leave the screen unless your deck has exactly 24 out of 24 cards. Also, the controls on that screen are still a bit unrefined, but you can figure them out.
- Alternative mana types:
- Snow: These cards have no cost to play. Instead, you need to have accumulated enough snow to play them. That said, some cards do subtract from your snow count when you play them.
- Arrow: Playing these cards will increase your arrow token count. Each arrow token that you accrue will subtract 1 card from your hand at the start of your next turn. You can have up to 5 arrow tokens at a time, in which case, your entire next turn will effectively get skipped. Some cards have an effect that can only be triggered upon getting discarded by an arrow in this way.
- Kotobana: These cards play kinda like Uno where you have to match the suit of the last card that you played. Every card in the game has an affinity, and whenever you play a card, your affinity gets updated to match that card's affinity. A card's affinity is displayed in the upper right corner of its name/description box. There is also a wildcard affinity that looks like an asterisk. You can play any Kotobana card when you have the wildcard affinity.
- Status effects:
- Soak - indicated by a water drop icon; cuts shield gain in half; cannot be Soaked if currently Iced
- Burn - indicated by a flame icon with a number next to it; the afflicted takes the indicated amount of damage each turn, and the number decrements by 1 each turn; cannot be Burnt if currently Soaked
- Iced - indicated by an ice cube icon; cuts max mana by 1, but also lowers snow card costs by 1; cannot be Iced if currently Burning; player-exclusive status
- Stun - indicated by an icon of 3 staples; will not act next turn; can be Stunned in addition to having any other status; enemy-exclusive status
Future development roadmap
- A finished Ningami 3
- All placeholder graphics and audio will be redone and replaced
- Other extra features and content that I don't want to spoil any more than I did above
- More thorough playtesting and balancing
- Polish, polish, and some more polish for good measure
- Tobu Tobu Bōzu
- Undecided, but I might add a checkpoint system because the game is really tough lol
- Merits system
- Basically trilogy-wide achievements and unlocks system. Unlocks include tweaks and cheats like changing your skin, or removing restrictions on card limits when deck building.
- Ningami 1 and Ningami 2
- Other than some merits system wiring, at most they'll receive some minor polishing here and there. These two games are otherwise done.
Unlike with my previous large projects that tend to fizzle out and get put on hiatus due to a lack of planning, this game has a set deadline and roadmap in place that I will strongly adhere to. The plan is to be code complete on the entire cart within the 2026 calendar year. This was the plan from day 1 of this project in December 2025, and I'm still very much on track to hit that deadline. You can follow my progress on my public Trello board. At the time of writing, I haven't fully migrated over to using it, so it's still a WIP. Also, be warned that there are spoilers abound.
Help wanted
If you can do audio or tileset spriting, hit me up. I can at least manage the rest of the game's graphics needs if it comes down to it, but audio is the one gap in my plans. Of course, I'm willing to offer compensation.
Credits
- SFX sourced from Tronimal and Beatscribe
- Music sourced from TipTopTomCat, Tronimal , and Beatscribe
- Font: modified version of Edo999's condensed fonts
- Some placeholder graphics lifted from the Oni series (namely, most of the ninja village tilesets)
- Some modified overworld tiles sourced from GibbonGL
- The rest by me
| Updated | 5 hours ago |
| Published | 1 day ago |
| Status | In development |
| Platforms | HTML5 |
| Author | Bownly |
| Genre | Card Game, Role Playing |
| Tags | Game Boy, Game Boy ROM |
| Content | No generative AI was used |
Download
Install instructions
For best results, play it in bgb. Or probably real hardware, but I didn't do much real hardware testing tbh.

Comments
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I can't tell you how excited I am about this. I was actually checking your itch page for updates on Ningami 2 or Logue while you were uploading last night. I refreshed the page and to my amazement saw Ningami Trilogy! I've barely gotten to try the new game yet, but I'm already intrigued by what I've seen of the arrow token mechanic.
Since I found Ningami 2 I've put more time into it than any other game. Something about it is endlessly playable for me, and it's an ideal one-handed game on my Trimui Brick and my Miyoos while watching TV. Thanks for what you do!