Festivals - Japan Expo 2025 : Bubble Bobble Sugar Dungeons – Interview with Tomohito Oka

By Mulder, Parc des Expositions de Villepinte, 05 july 2025

During Japan Expo 2025, we had the chance to speak with Tomohito Oka, game developer at Taito Corporation, about one of the company’s most anticipated upcoming titles: Bubble Bobble: Sugar Dungeons. Known for his recent work on projects like Puzzle Bobble Everybubble, Tomohito Oka is now contributing to Taito’s ongoing efforts to reimagine beloved franchises for a new generation. Our conversation focused specifically on Sugar Dungeons, a fresh spin on the classic Bubble Bobble gameplay formula, this time infused with roguelite mechanics and a visually vibrant, candy-themed universe.

Q: Bubble Bobble is a legendary franchise. What inspired you to bring it back with this new title, Bubble Bobble Sugar Dungeons ?

Tomohito Oka: Bubble Bobble is already a legendary title. The previous title, Bubble Bobble 4 Friends, was developed by Taito as part of the series, and it’s been a while since the last one. In Europe and the U.S., Bubble Bobble Double Shot was released on Nintendo DS, but that one was handled by an overseas developer. Taito hadn’t released a new main game since 1996’s Bubble Memories. So in 2019, we released Bubble Bobble 4 Friends, which was the first in 23 years. It received high praise, so we decided to revive the series again.

Q: For newcomers unfamiliar with the original games, how would you describe the gameplay experience of Sugar Dungeons in just a few words ?

Tomohito Oka: At first, you can only go up to 10 dungeon levels, but as you progress, you’ll reach 20, 30, and so on. The dungeon expands, and the difficulty increases naturally. Players can choose dungeon levels that match their skills. So even beginners can start from a stage that suits them. As they get better, they can advance deeper at their own pace.

Q: The game’s aesthetic is very sweet, colorful, and almost fairy tale-like. What were your visual inspirations when designing this new world ?

Tomohito Oka: The game was created as a randomly generated dungeon, and from the customer’s perspective, it looks like a roguelite. Roguelike games often have dark images, but Bubble Bobble has always had a very colorful world. We wanted to convey that cheerful feeling to the players. That’s why we thought of using a candy world. It’s a way to make even people who aren't into dark games feel comfortable entering the dungeon.

Q: Is this game primarily aimed at a younger audience, or were you also thinking about nostalgic fans of the original Bubble Bobble ?

Tomohito Oka: The main target is users who have played the Bubble Bobble series before. The previous titles had a charming world, and many fans wanted something more challenging and rewarding. Based on past feedback, there was a strong request for more playability. So we introduced random elements to make it more challenging. We also want new players to try the game. Even those who aren’t good at games can enjoy it, as we designed the levels to be accessible and understandable for a wide audience.

Q: Tell us about Bubbln’. Has the character evolved in design or personality for this game, or does it stay true to the original version ?

Tomohito Oka: In previous games, Bubbln’ didn’t really grow. You could get stronger during one play, but if you got a game over, you reset. In Sugar Dungeons, even if you lose, the skills you gained carry over to the next run. That way, you keep growing stronger. It’s a new kind of progression in the series.

Q: What kind of puzzles and challenges can players expect to face in the dungeons? Are there hidden elements or secrets to discover ?

Tomohito Oka: As you go deeper into the dungeon, the game gets harder. More enemies appear, and you’ll be challenged to push your own limits. There are many items, including bubbles and abilities that unlock new actions. So we hope players will dive deeper and enjoy those experiences.

Q: Can we expect multiplayer modes or additional downloadable content after launch ?

Tomohito Oka: Multiplayer and downloadable content are currently undecided, but we’re carefully considering future updates. Customer feedback is very important to us, and we’re listening. We’ll think about how to improve the game based on the opinions we receive.

Q: You’ve previously worked on Puzzle Bobble Everybubble. Do you see a connection in your creative approach between that game and Sugar Dungeons ?

Tomohito Oka: Yes, I was involved in Puzzle Bobble Everybubble. We tried to make that world feel welcoming and easy to enjoy, even for beginners. This time in Sugar Dungeons, characters like Bubbln’ and others appear, and we were very conscious about connecting the worldviews. That design approach carried over naturally.

Q: Bubble Bobble has always had a strong fanbase in France. What does it mean for you and Taito to present the game at Japan Expo, in direct contact with French fans ?

Tomohito Oka: Bubble Bobble has a really strong fanbase in France. I wanted to come here and meet them directly. I was actually worried that no one would show up, but many people came, and they were so kind. I was really happy that they enjoyed the game. If I have the opportunity, I’d love to come back again and meet everyone.

Q: Finally, what’s your biggest hope for Bubble Bobble Sugar Dungeons when it releases? Is there a particular feeling or message you hope players walk away with ?

Tomohito Oka: We added the random dungeon feature because we want people to play for a long time. Since the dungeons are different every time, it’s less likely to get boring. We hope players will continue playing, challenge themselves, and enjoy clearing the randomly generated dungeons.

Photos and video : Boris Colletier / Mulderville