Emotion Hunter:End of Hopeless
Emotion Hunter:Devlog
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Emotion Hunter:願無末路
Emotion Hunter:開發日誌
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飾燐音 Kaza Rimne
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中文
Why Make Games? I originally wanted to enter the game industry as an artist and learn development on the job, but my job search in both Taiwan and Japan no any progress.
To change this situation, I decided to expand my capabilities and learn game development. Since I already had a good understanding of computers, I figured things out step by step through trial and error, eventually turning my ideas into reality within Unity.
I then began integrating my art and coding skills while learning audio production via DAW to fully bring this demo version of Emotion Hunter.

Every single piece of content in this demo—spanning Unity C# programming, illustrations, animations, game design, and music production via DAW—was created entirely by me, KazaRimne, using the Unity engine.
This project does not used any AI-generated visual or audio assets, and all C# code was reviewed, modified, and tuned by me before implementation. I handled the integration and creation of all game systems, balance numbers, graphics, and audio found within the game.
為何製作遊戲 我原本只是個想進遊戲業的美術崗位,之後再邊工作邊學習些遊戲開發,但在台灣與日本的求職路上,沒有取得任何進展。
我決定擴展自己的能力,開始學習遊戲開發。雖然我本身比較了解電腦,加上逐步摸索一步一步研究怎麼做,過程中逐漸將自己的想法在Unity上成功實踐,也開始整合程式與美術的能力,並學習音效製作把遊戲做出來。

試玩版所有內容都由飾燐音個人用Unity開發,包含從 Unity的C#編程、美術插畫與動畫、遊戲設計,以及使用 DAW 編製音樂。
未使用 AI 生成的任何視覺或聽覺素材。C#全部代碼都經我個人審閱、大量修改、細調過後再運用於 Unity內。遊戲內的系統、數值、圖像、聲音,皆由我完成整合與製作。
Programming: The game is coded in Unity C#. I did not use ready-made assets or plugins from the Unity Asset Store for this demo.
This was not due to an aversion to plugins, but rather a practical development reality, I simply do not have the budget to gamble tens of dollars on a plugin that might end up being useless. Furthermore, if core character controls relied entirely on a third-party plugin, I would be left completely helpless whenever a bug or errors. By writing the code myself, I ensure that all programming logic, decoupling, and coupling remain entirely under my control.

A portion of the code has been open-sourced on GitHub:
程式 遊戲使用 Unity C# 編碼。Demo製作時未使用 Unity Asset 上現成的插件,不是因為排斥插件,是基於開發的現實考量,畢竟沒辦法隨隨便便買一個幾10美元的插件不好用就算了,且基礎角色控制都要依賴插件才能運作,那一旦遇到 Bug 或任何其他問題,我將會完全沒有能力解決。程式邏輯與程式解耦、耦合都在我掌控之中。

部分代碼已於GitHub開源公開:
GitHub
Arts: This is the area I am most passionate about, as I originally applied for game art positions.
Every illustration, background, enemy, UI element, and environment texture within the game was created entirely by myself, without generated by AI or any graphics from the Unity Asset Store.
Art is where I invested the most effort and what I value the most. My past artworks can be viewed on Pixiv or X etc.
美術 這是我最想做的地方,畢竟我原本就是去應徵遊戲美術的,遊戲內所有的插圖、背景、敵人、UI地板全都是我自己親手畫出來的,沒有使用 AI 生圖,或任何一張Unity Asset Store上可以找到的圖片,畢竟美術是我投入最多也最重視的部分。過去的作品可以看Pixiv、X等。
X (Twitter)
Pixiv
Animation: Since I handle both art and programming, I chose not to use Unity Animator.
I directly control the renderer via C# to swap images, using Clip Studio Paint EX's animation tools to previewing, and then within Unity, I convert the timing to 24 frames per second. To optimize rendering and previews, images are cropped into Power-of-Two square textures.
I opted out of using SpriteAtlas because, given my unique workflow, it surprisingly led to higher Draw Calls, Batches, and memory usage. For the final release, I plan to integrate Live2D for character portraits and add more animation frames to make the movement smoother.
動畫 由於我身兼美術和程式,我選擇不使用Unity的Animator,而是直接以C#控制renderer切換圖片,並使用CLIP EX的動畫化功能繪製預覽,再把一秒換算成24幀控制。
圖片裁切成長度為2的次方的正方形方便Unity渲染和預覽,也沒使用SpriteAtlas可能因為我製作流程特殊,用了反而Draw Calls、Batches、記憶體使用率更高。正式版會在立繪等使用上Live2D,並新增更多幀數優化動畫讓動畫更流暢。
Unity Analysis Profiler
Audio: I use Ableton to create the sound effects and music, and integrate FMOD within Unity to manage the audio systems.
For the final release, I plan to utilize better audio equipment and deepen my knowledge of music theory and composition techniques, aiming to deliver a much higher quality audio experience that perfectly fits the game.
音效 我使用Ableton做出音效與配樂,而Unity內部使用FMOD的音效功能,正式版開發會用上更好的設備,並多了解樂理知識學習更多作曲相關技術,希望能呈現出更好的效果。
Japanese: I obtained the JLPT N1 certification in 2016.
Years of deep immersion in Japanese anime have given me a native-equivalent literacy in the language, allowing me to write and communicate fluently. I originally planned to study abroad in Japan for my bachelor's degree, but due to the pandemic and financial constraints, I was unable to go. Ultimately, I graduated from the College of Design at a university in Taiwan.
日語 最早於2016年取得日檢N1,長期接觸日本的動漫,讓我具備足夠的日文能力本身就可以流利地書寫日文。原本預計大學要去日本留學,但受限於疫情與經濟沒有去成,最終就讀並畢業於台灣某大學的設計相關科系。
Game Content: This demo is a 2D anime side-scrolling action game, developed individually by KazaRimne.
While the demo features only a single stage with three difficulty levels, the full version will adopt an instance-based system integrated with a visual novel system, allowing players to experience the story as they progress through stages. The full release will introduce a wider range of difficulty settings with no upper limit, along with character skills that deal damage based on a percentage of the enemy's maximum HP.
My goal is to ensure that both hardcore players seeking the ultimate hitless challenge and casual players who just want to enjoy the story can find their own perfect rhythm.

(The publicly available demo is primarily a showcase of the action combat system and does not include the visual novel system.)
遊戲內容 此遊戲為飾燐音個人製作的動漫風格的2D橫向卷軸獨立遊戲。
Demo只有一個關卡,關卡有三種難度可以選擇,而正式版關卡預計採取副本制,也會加上視覺小說系統,讓玩家在推進關卡的同時也會體驗遊戲劇情。
正式版會有更多種難度可以選擇,而難度無上限,角色也會有一些技能是扣最大生命%數,希望讓追求極致挑戰無傷的硬核玩家,或是單純想看劇情的玩家,都能找到適合的遊玩節奏。

(註:公開的試玩版主要為動作系統展示,無視覺小說文本系統。)
Game Worldview: The heroine gains the ability to enter people’s unconscious minds through a stuffed doll that has been by her side since childhood, allowing them to hunt down negative emotions within the strange world.
In this world, she encounters another young girl who possesses the exact same ability. In the demo, she serves as a guide for the player; in the full release, she will become the second playable character. The encounter between these two girls and the choices made by the player will lead to various endings.


Language Support: Chinese, Japanese, English.

Steam Release Timeline
The full version of the game is projected to officially launch on Steam between late 2027 and early 2028.
遊戲世界觀 主角從小時候一直陪伴自己的玩偶中獲得可以進入他人心靈的能力,在潛意識的世界狩獵他人的負面情緒。

在這個世界主角邂逅了另一位擁有相同能力的少女,試玩版中會做為引導玩家的角色,而在正式版中,她會是第二位可操控角色,兩位少女的相遇與玩家的選擇,將會造就不同的結局。



語言支援:中文(繁/簡)、日文、英文。


何時正式上架Steam
遊戲預計於 2027 年底到2028上旬間完成正式發布。
Developer KazaRimne: KazaRimne is an illustrator and game developer from Taiwan.
This demo of Emotion Hunter was created entirely by a single person encompassing everything from Unity C# coding and illustrations to animations and music.
開發者資訊 飾燐音是來自台灣的插畫家兼遊戲開發者。
《Emotion Hunter》試玩版內所有的Unity C# 編碼、插畫、動畫、音樂等皆由飾燐音本人獨自完成。
Crowdfunding Campaign: Once the demo is available for download, I will launch a crowdfunding campaign on zeczec, a Taiwan crowdfunding platform, with a funding goal of NT$150,000 (around $5,000 USD) to develop the full version of the game. 募資計畫 Demo開放下載後,將於台灣的募資平台嘖嘖zeczec 募資15萬台幣開發正式版。
嘖嘖zeczec
The purpose of this campaign is to cover my basic living expenses and conduct market analysis, while securing the financial support needed to expand the game’s content. Additionally, I aim to use the completed demo to demonstrate development feasibility, which will help me pitch the project to publishers and ensure the full version can be delivered to everyone in its best form. 募資目的是維持基本生活開支和市場評估,希望能有資金支持我擴充遊戲內容。也需要透過實際成果來展示開發可行性,以利尋找發行商,讓正式版能夠以更好的形式展現給大家。
Budget Breakdown (NT$150,000)
20% Purchasing Ableton Live Suite and professional studio monitor headphone.
15% Software licenses, Unity Assets, subscriptions (CLIP STUDIO PAINT, Live2D), and other development tools/consumables.
10% Platform and transaction fees (such as Steam onboarding and processing fees).
55% Supporting my basic living expenses during full-time development.
Once the funding goal is met, I will proceed with the development of the full version, even if the crowdfunding campaign is still ongoing.

Stretch Goals (If Funding Exceeds the Goal)
1. Upgrade my current PC hardware (currently running a 3700X + 3060).
2. Outsource professional English translation to ensure top-tier localization.
3. Add Japanese voice acting for the game characters.
4. Add Korean localization (text translation).

If the Crowdfunding Campaign Fails
All pledged funds will be fully refunded to backers. And I will use this demo as a portfolio to apply for game studio positions once again.
關於募資金額的15萬台幣
20%購買 Ableton Live Suite 正版授權及專業監聽耳機。
15%CLIP、Live2D、Unity Asset等軟體、授權、道具及開發耗材。
10%上架Steam等金流處理費。
55%支持全職開發期間的生活。
如果金額達標,募資尚未結束也會確定繼續開發正式版。

如果有多餘的資金
1. 汰換已使用 6 年的舊電腦(3700X + 3060)。
2. 請專業人士外包英文翻譯。
3. 為遊戲角色增加日文語音。
4. 增加韓文翻譯。

如果募資失敗
募資到的金額會全額退費,我則會再挑戰去應徵公司,並以此 Demo 作為作品集的一部分。
E-mail: shirakazarin2@gmail.com
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