SUPER NANARU
STORY
After breaking out of the seal, the troublesome devil 「Yako」 wreaks havoc in town
by brainwashing people with her hypnotic spell!
Soon, the baker girl 「Nanaru」 sees her entire stock of bread raided by Yako’s mob……
“I can’t just stand here and do nothing! I’ll get back my bread from that devil!”
Here comes 「Nanaru」, to chase 「Yako」 and teach her a lesson!
FEATURES
■ Casual gameplay with simple controls
The rule is simple: jump at the right timing as 「Nanaru」 runs on her own!
■ Instantly restart from checkpoint
Players can continue from the last checkpoint as they pass through each area of the stage.
■ Try as many times as you want, with no pressure!
All you need to do is jump at the right moment and avoid a bunch of obstacles.
Time is on your side; try and try until you clear the stage!
■ Adorable but fearsome bosses
Battle for survival against bosses at the end of each stage!
Help 「Nanaru」 save her friends from 「Yako」’s hypnotic spell!
■ Collect various bonus items
Exchange golden leaves you found in the stage with character skins.
Try them on, as each one shows off their unique design and skills!
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Steam User 3
Great game. I love drawing the characters in my free time. Cute villain. Bread.
Steam User 0
cool little game similar to auto runners like geometry dash, only problem is it's getting shot dead in 3 days
Steam User 3
SUPER NANARU, developed by TENTACLE SOFT and published by CFK Co., Ltd., is a side-scrolling action platformer that disguises a surprisingly demanding challenge beneath a cheerful and colorful presentation. At first glance, it appears to be a light, whimsical adventure about a young baker named Nanaru chasing after her stolen bread, but the tone can be misleading. What it actually delivers is a tightly focused precision platformer built around timing, repetition, and mastery of a very specific mechanic.
The defining feature of the game is its auto-running structure. Nanaru is constantly moving forward, and the player’s only real input is controlling her jumps. This simplicity makes the game immediately accessible, as there are no complex control schemes to learn. However, that same simplicity places enormous weight on timing. Every jump must be executed with precision, as obstacles are carefully placed to punish even the slightest miscalculation. Spikes, moving hazards, and enemy placements are designed to test not just reflexes, but also memorization and rhythm, turning each level into a sequence that must be learned and perfected.
Level design plays a crucial role in shaping the experience. Stages are broken into smaller segments with checkpoints, which helps reduce frustration by allowing players to retry difficult sections without starting over completely. Even so, progress is heavily dependent on trial-and-error. Many obstacles require multiple attempts before their patterns become clear, and success often comes from repetition rather than improvisation. For players who enjoy refining their performance and gradually overcoming challenges, this structure can be highly satisfying. For others, the constant need to repeat sections may feel more exhausting than rewarding.
The game introduces occasional variations, such as boss encounters that shift the focus slightly toward pattern recognition and sustained timing under pressure. These moments provide a change of pace, but they don’t fundamentally alter the core gameplay. Instead, they reinforce the same skills that the rest of the game demands, ensuring that the experience remains consistent from start to finish. While this consistency helps maintain a clear identity, it also means that the game doesn’t evolve significantly as it progresses.
Visually, SUPER NANARU embraces a bright, anime-inspired pixel art style that contrasts sharply with its difficulty. Characters are expressive, environments are colorful, and the overall presentation feels light and inviting. This creates an interesting dynamic, where the game looks approachable and friendly but quickly reveals its more demanding nature. The clean visual design also serves a practical purpose, making it easy to read the environment and react to hazards, which is essential in a game built around precise timing.
Additional elements, such as collectible items and unlockable cosmetic options, provide a small incentive for replayability. While these features don’t have a major impact on gameplay, they add a sense of progression beyond simply completing levels. Players who enjoy optimizing their runs or collecting everything the game has to offer may find extra value in revisiting stages.
Despite its strengths, the game’s narrow focus can become a limitation over time. Because the core mechanic remains unchanged throughout, the experience can start to feel repetitive, especially during longer sessions. The challenge comes from increasingly complex obstacle arrangements rather than new mechanics, which may not be enough to maintain engagement for all players. Additionally, the difficulty, while rewarding for some, can feel unforgiving for others, particularly when progress depends on repeated attempts and precise execution.
Ultimately, SUPER NANARU is a game that commits fully to its design philosophy. It offers a straightforward but demanding platforming experience that rewards patience, precision, and persistence. It doesn’t aim to provide variety or narrative depth; instead, it focuses on delivering a consistent and challenging gameplay loop.
For players who enjoy precision-based platformers and are willing to embrace repetition as part of the learning process, it can be a satisfying and addictive experience. For those who prefer more varied mechanics or a gentler difficulty curve, its design may feel too restrictive. It’s a focused and well-executed title within its niche, even if that niche is relatively narrow.
Rating: 7/10
Steam User 2
2,54 GB (install size) compressed into 81,1 MB (DL size) worth of tentacles bread in a cute auto-runner with marvelous pixel-art, and a banger of a retro soundtrack.
No voiced dialogue, but Nanaru herself is voiced in Japanese as you run, stumble on obstacles, finish a stage and a few other set conditions the voice lines play in.