Info about Touhou Shinreibyou ~ Ten Desires.:

Official game description:
ゲームの進め方
-------
敵弾に当らないように避けて、敵を撃破するゲームです。  
各ステージの最後にはボスが居ますので、それをやっつけると  
ステージクリアです。  
ストーリー  
「突如として体から漏れ出す不思議な霊体。人間からも妖怪からも  
　妖精からも現れるそれは神霊と呼ばれる物だった。  
　特に客も無いのだが異変を放って置けない彼女達は、  
　霊の事に関係あると思われる冥界へと向かった……」
操作方法
----
・上下左右　　　　　　　　自機の操作  
・SHOTキー(Zキー）　　　　ショット  
・SPECIALキー（Xキー）　　スペルカード（回数制限有り）  
・TRANCEキー（Cキー） 　　霊界トランス（後述）  
・SLOWキー（Shiftキー)　　低速移動  
・PAUSEキー(Escキー） 　　ポーズ  
＊特殊な操作  
　・メッセージのスキップ　SHOTボタン押しっぱなし  
　・高速リトライ　　　　　ポーズ画面で左とTRANCEとSLOW同時押し  
　　　　　　　　　　　　　（もしくはRキー）  
　・スナップショット　　　Pキー
画面表示物
-----
・残り人数　　　　ミスできる回数です。  
　（かけら）　かけらが十分集まると残り人数が１増えます。  
・スペルカード　　使用できるスペルカードの回数です。  
　（かけら）　かけらが十分集まると回数が１増えます。  
・霊力　　　　　　ショットのパワーです。  
・最大得点　　　　得点アイテムの最大得点です。  
・グレイズ　　　　敵弾にかすった回数です。  
・霊界ゲージ  
　　画面左下のドクロと魂のゲージです。  
　　これが一つ以上たまっているとミスしたときに  
　　霊界に入れます。（後述）
霊界に行こう！
-------
　　霊界とは、人間が死ぬ寸前に見る幻覚の世界です。  
　　この世界では敵弾に触れることなく、無敵状態で  
　　最強の攻撃を繰り出せます。  
　　さらに小神霊を活性化させます。  
　　突入条件は、霊界ゲージが１以上溜まってる状態で  
　　　　　　　　ミスすること  
　　ただし、霊界ゲージが尽きると結局ミスになります。  
　　途中で止めることも出来ません。  
　　死の運命からは逃れられないのです。  
　　また、霊界ゲージが最大まで溜まっている状態で  
　　TRANCEボタンを押すと自ら霊界に行けます。  
　　この場合は、ゲージが０になってもミスにはなりません。  
　　ミスしても諦めないで、最期の反撃を繰り出しましょう！  
　　相打ち上等！
アイテム
----
Ｐ　　　霊力アップアイテム  
　　　　沢山出ます  
点　　　得点アイテム  
　　　　画面上部で取るほど点数が高い  
　＊画面上部に自機を持っていくと自動的に回収出来ます。  
小神霊  
　　敵を倒すと魂状の物体が出る事があります。  
　　これらは小神霊と呼ばれる物で、近くに行くと  
　　回収出来ます。  
　＊自動回収は出来ません。
小神霊
---
敵を倒すと霊状の物体が現れる事があります。  
それが小神霊です。アイテムの様に取得する事が出来ます。  
全部で４種類存在します。  
共通：小神霊を取得すると霊界ゲージが回復します。  
　　　霊界時には活性化し、効果が劇的に増えます。  
青神霊（商売欲）  
　　得点アイテムの最大得点を増加させます。  
　　　出し方：敵を速攻で倒す。  
　　　　　　　ボス敵に近づいてダメージを与える。  
紫神霊（長寿欲）  
　　残り人数のかけらを増やします。  
　　　出し方：特定の敵が持っています。  
緑神霊（ボム欲）  
　　スペルカードのかけらを増やします。  
　　　出し方：特定の敵が持っています。  
白神霊（この世への未練）  
　　得点になります。また霊界ゲージをさらに増加させます。  
　　　出し方：青神霊を連続して大量に出すと出る。
特殊なシステム
-------
・ボムが二つ未満だった場合にミスすると、二つになります。  
・霊界トランス中に会話に突入すると強制終了します。  
　任意トランス中だった場合、残っていたゲージから  
　ゲージ一つ分マイナスされて終了します。  
・敵弾に近づくとグレイズすることが出来ます。１０回かする  
　ごとに10点、得点アイテムの最大点が増えます。  
・高速リトライが付きました。  
　ポーズ中に左＋TRANCE＋SLOWを同時押しするとリトライ  
　します。  
・今回より、プラクティスモードはステージに到達してさえ  
　いればクリアしなくても遊べるようになりました。  
スペルプラクティス
---------
　一度でも見た事のあるスペルカードは、このスペルプラク  
ティスモードでプレイすることが可能です。  
　どのキャラでも、コンティニューしても良いので一度見れば  
全キャラでプレイ出来ます。これで練習すると良いでしょう。  
　ちなみに、一部のスペルカードには  
　　オーバードライブ（暴走）モード  
　が付いています。  
　これに挑戦する条件は、そのスペルカードの全難易度を取得  
することです（ゲーム中、スペルプラクティスどちらでも可）  
ルナティックより難しいスペルカードです、死ぬが良いのです。

Release date: 18 Jun, 2019

Categories: Bullet-hell, Single-player, Resource Management, Character-based Combat, Linear Progression, Multiple Endings, Boss Rush


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Accessible Difficulty for New Players (weight 0.99): Many players found this Touhou game to be significantly easier and more forgiving than previous titles, making it an excellent entry point for newcomers to the series or the bullet hell genre. The lenient difficulty curve and simpler bullet patterns contribute to its accessibility.
- Exceptional Music and Soundtrack (weight 0.49): The game's soundtrack received widespread praise, with many players highlighting specific tracks like 'Desire Drive' and 'Shoutoku Legend'. The music is described as catchy, high-quality, and among the best in the Touhou series, enhancing the overall gameplay experience.
- Engaging Trance Mechanic (weight 0.4): The 'Trance' mechanic is a unique and powerful addition, offering temporary invincibility, doubling resource acquisition, and providing strategic depth. Players found it satisfying to activate and utilize, balancing difficulty and offering choices for point-blanking or survival.
- Enjoyable and Replayable Gameplay (weight 0.33): Despite its lower difficulty, players found the game to be very fun and replayable, offering a great sense of accomplishment upon completion. The inclusion of four distinct playable characters and multiple difficulty settings adds to its longevity.
- Diverse Playable Characters (weight 0.33): The game offers a selection of playable characters, each with unique playstyles. Youmu, in particular, was highlighted for her distinct and rewarding mechanics, while Reimu and Sanae were also noted for their effective shot types and abilities.
- Memorable Stages and Bosses (weight 0.16): Specific stages, especially the fourth stage, were praised for their quality. The Extra stage boss, Mamizou, was also highlighted as a memorable character with fun and tricky patterns.
- High-Quality Art Style (weight 0.1): Players appreciated ZUN's art style in this game, describing it as genuinely beautiful and one of his best-looking official art styles. The ending drawings and character designs were particularly well-received.

Common complaints:
- Poor Game Design & Polish (weight 0.51): Several design choices are seen as lazy or unpolished, including repetitive character shot types, uninspired environments, and reused boss assets. Issues like unclear boss hitboxes, bullets blending with backgrounds, and bullets appearing randomly contribute to a frustrating gameplay experience.
- Technical & Localization Issues (weight 0.49): The game suffers from technical limitations such as poor resolution support for modern monitors and a lack of native fullscreen. The absence of an English version makes the game inaccessible and difficult to understand for non-Japanese speakers, forcing reliance on fan translations.
- Unengaging Early Stages (weight 0.38): The initial stages (1-3) are frequently described as trivial, slow, and boring, with unmemorable music. This lack of engagement in the early game contributes to a feeling of mediocrity compared to other entries in the series.
- Overpriced for Quality (weight 0.18): Players feel the game is overpriced given its technical issues, lack of polish, and overall mediocre experience. The $12 price point is considered too high for the value offered.
- Unsatisfying Character Balance (weight 0.13): Specific characters like Youmu and Sanae are noted for feeling underpowered or having difficult execution. Youmu's hitbox issues and Sanae's low firepower make them less enjoyable to play, impacting overall character balance.
- Annoying Boss Mechanics (weight 0.07): Specific boss mechanics, such as Yoshika's healing spell card and Miko's penultimate spell card, are disliked by players. Yoshika is particularly singled out as an annoying boss to fight.
- Repetitive Parallel Endings (weight 0.05): The requirement to beat the game again without using bombs to achieve parallel endings is seen as adding to repetitiveness and increasing difficulty, especially given the game's already scarce resources.
- Spirit Realm System Confusion (weight 0.05): The Spirit Realm system is difficult to understand and master. Players report that a lack of comprehension of this system directly leads to perceived resource scarcity and overall difficulty in managing gameplay.
- Unremarkable Danmaku Patterns (weight 0.04): The bullet patterns (danmaku) are described as average and not as interesting as those found in previous entries in the series, contributing to a less engaging gameplay experience.
- Unsatisfying Extra Boss (weight 0.03): The Mamizou fight in the extra stage was harder than anticipated and not considered an 'awesome' experience by players, indicating a lack of satisfaction with this particular boss encounter.
- Planning Difficulty (weight 0.03): Players struggle with the need for extensive planning due to the game's high difficulty and low tolerance for error. This difficulty in planning is exacerbated by the game's instability and resource scarcity.

Gameplay feedback:
- Complex Trance Mechanic (weight 0.84): The game's core 'Trance' system offers temporary invulnerability, increased shot power, and faster resource gain. It can be activated manually with a full gauge or automatically upon being hit, with different consequences for each activation method. Mastering its use is crucial for comfortable progression.
- Varied Player Achievements (weight 0.4): Players have reported a wide range of achievements, from clearing the game on Easy to achieving 'No Miss No Bomb No Trance' clears on Extra difficulty. This indicates a diverse player base with varying skill levels engaging with the game's challenges.
- Resource Management Focus (weight 0.4): The game heavily emphasizes collecting spirits to gain life and bomb fragments, which are essential for survival. This system dictates the overall difficulty and requires strategic planning to maximize resource acquisition.
- Challenging Difficulty Curve (weight 0.19): The game is considered difficult, especially from Stage 4 onwards, and is noted as being on the harder side within its series. Success requires careful planning and effective use of game mechanics.
- Unique Boss Encounters (weight 0.17): The game features returning characters like Yuyuko as bosses, with some having unique and challenging spell card patterns, especially on higher difficulties. It also introduces a final boss with an unprecedented seven spell cards.
- New Playable Character (weight 0.14): Youmu is introduced as a new playable character with a unique charge-based shottype, which is noted as being difficult to master. Sanae is also a playable character, while Reimu offers a standard playstyle.
- Pattern-Based Bullet Hell (weight 0.14): The game is a 'die-and-memorize' bullet hell STG with unique boss spell cards. While still pattern-focused, some players found the bullet density and patterns to be easier compared to previous titles in the series.
- Distinct Series Entry (weight 0.11): This 13th installment is seen as an 'awkward' but intentional entry in the Touhou series, aiming to recapture the essence of earlier games. It features unique elements like conversation scenes with the Stage 1 boss.
- Multiple Endings (weight 0.1): The game features parallel endings, including a hidden ending that can be unlocked by clearing the game with three or more bombs, encouraging strategic bomb usage.
- Overdrive Spell Practice (weight 0.08): The game includes an 'Overdrive' feature in Spell Practice mode, offering extremely difficult spell cards unlocked after clearing specific boss spells on all difficulties, providing an additional challenge for skilled players.

Performance notes:
- D-pad not supported by default (weight 0.07): Players using Xbox gamepads cannot use the D-pad for movement by default, requiring manual configuration through Steam settings or third-party software. This adds an unnecessary step for controller users.
- Software conflicts with input (weight 0.04): Certain applications, such as Discord or VTube Studio, can cause input conflicts, specifically leading to a constant 'down' key input. This issue disrupts gameplay and requires users to troubleshoot external software.

Recommendations:
- Highly Recommended for Shmup Fans (weight 0.43): Many players highly recommend this game, especially for fans of the Touhou series, bullet hells, and intense shmup games. It's considered a solid entry in the genre.
- Great for New Players (weight 0.38): The game is frequently recommended for beginners due to its low base difficulty, making it an accessible introduction to the Touhou series and STG genre. Players on Normal and Easy difficulties might even find Hard mode approachable.
- Support the Developer (weight 0.11): Several players recommend purchasing the game as a way to support the developer, ZUN, indicating appreciation for his work.
- Positive Impact on Series Engagement (weight 0.05): One reviewer noted that the quality of this game prompted them to purchase another title in the series, suggesting it can positively influence engagement with the franchise.
- Enjoyable with Hardcore Friends (weight 0.05): One player suggested that the game is more enjoyable or recommendable if you have friends who are hardcore fans, implying a social or niche appeal.
- Character-Specific Appeal (weight 0.03): One review indicated a significantly higher rating due to the presence of a specific character (Miko), suggesting that character preference can heavily influence player enjoyment and perception.
- Strong Series Entry (weight 0.02): One player ranked this game as the second-best in the series, only behind 'Subterranean Animism,' highlighting its strong standing among other titles.

Other player notes:
- Game Completion & Challenge (weight 0.11): Players discuss the time and effort required to beat the game, including clearing the Extra stage and achieving a 1cc (one credit clear). This highlights the game's inherent challenge and replayability.
- Historical Context & Quirks (weight 0.1): Players mention the game's age, its maximum fullscreen resolution limitation, and specific UI or character art quirks. This provides historical context and highlights unique aspects of the game.
- Community Translation Essential (weight 0.1): Players highly recommend and rely on community-made English patches and guides to fully experience the game. Official localization is a significant missing feature for many.
- Character & Music Appreciation (weight 0.09): Players appreciate specific characters like Seiga and Miko, and note the game's subdued, calm, or whimsical music. These elements contribute to the game's aesthetic appeal.
- Community & Fan Culture (weight 0.07): Mentions of 'Patchy' recommendations, the 'Stage 3 divine music' meme, and the importance of fangames highlight the strong community and fan culture surrounding the Touhou series.
- Game Development & Art Criticism (weight 0.06): There's a perception that the game was rushed by the developer (ZUN), and some players make fun of ZUN's art style. This indicates some critical views on the game's production quality.
- Lore & Strategy Recommendations (weight 0.06): Players recommend reading character setting files after clearing the game and advise using 'life is precious' tactics to avoid mistakes, suggesting deeper engagement with lore and strategic gameplay.
- Miscellaneous Observations (weight 0.06): Some feedback includes personal PC specs, general health advice, and a note about demo sales being donated to earthquake relief. These are less directly related to gameplay but offer minor insights.

Emotions:
- Satisfaction (weight 0.32): Players felt satisfied due to the game's accessibility for beginners, particularly its lower difficulty settings and forgiving mechanics like Spirit Trance. The high-quality music (BGM/OSTs), charming characters, unique gameplay mechanics (like Trance), and the sense of accomplishment from clearing the game also contributed significantly to player satisfaction.
- Frustration (weight 0.18): Frustration stemmed primarily from the game's perceived high difficulty, especially on higher settings, and a scarcity of resources (lives, bombs, Trance items). Specific challenging spell cards, unintuitive systems, and issues like accidental deaths or losing Trance also caused significant player annoyance. Technical issues such as low resolution and lack of fullscreen support added to the frustration.
- Disappointment (weight 0.08): Players expressed disappointment over unfulfilled expectations, particularly regarding the game's mechanics like Trance mode not being engaging or useful. Other causes included the game being perceived as overpriced, less interesting danmaku patterns compared to previous entries, and music that was not as memorable, leading to a feeling of mediocrity.
- Excitement (weight 0.07): Excitement was generated by the game's catchy music, cool characters, and the exhilaration of dodging attacks and defeating enemies. The intensity of specific boss attacks and the prospect of more Touhou games on Steam also contributed to a strong sense of anticipation and enjoyment.
- Enjoyment (weight 0.06): Players found enjoyment in the game's engaging music, charming characters, and dialogue. The Trance mechanic, specific boss fights, and the overall fun and challenging gameplay experience, even when dying, contributed to a positive and entertaining experience.
- Appreciation (weight 0.06): Appreciation was shown for the game's overall design philosophy, its role within the series, and its strategic depth, particularly the Spirit Realm system. The quality of the music, the awesome cast of characters, and the game's suitability for STG beginners were also highly valued.
- Surprise (weight 0.02): Players were surprised by the game's unexpected ease and lenient bullet pattern difficulty, often exceeding their initial expectations for a Touhou title. The game's strong atmosphere and engaging gameplay also contributed to positive surprises.
- Love (weight 0.02): Love for the game was expressed by players considering it a favorite in the series and having an overall affection for the game and the Touhou franchise as a whole, despite any challenges it presented.
- Caution (weight 0.02): Caution arose from the scarcity of resources on higher difficulties, emphasizing the need to avoid mistakes. Concerns about potential application conflicts and the risk of disrupting Trance timing also prompted a cautious approach to gameplay.
- Engagement (weight 0.02): Players felt engaged by the interesting challenge of balancing greed and caution within the game's mechanics. The desire to improve scores and fully understand the game's systems also fostered a strong sense of engagement.
- Effort (weight 0.02): The emotion of effort was tied to the significant time and practice required to clear the game, especially on higher difficulties. Players noted the emphasis on avoiding mistakes and continuous practice for improvement as key aspects of their experience.
- Joy (weight 0.01): Joy was derived from the game's characters, art, and music, with some players considering it one of the best games they had ever played, indicating a profound positive emotional response.
- Admiration (weight 0.01): Admiration was specifically directed towards certain characters within the game, such as Seiga, Miko, and Mamizou, highlighting their appeal and impact on players.
- Affection (weight 0.01): Affection was expressed for specific characters, like Miko's hair, and the game being a personal favorite Touhou title, indicating a deep emotional connection.
- Guidance (weight 0.01): The game provided guidance by implicitly reminding players of the importance of not getting hit and by encouraging strategic resource accumulation, helping them improve their gameplay.
- Annoyance (weight 0.01): Annoyance was caused by the reuse of boss assets and the removal of certain features, suggesting a desire for more originality and completeness in the game's design.
- Hope (weight 0.01): Hope emerged when players, after initial doubts, realized that clearing the game might be possible, indicating a shift from discouragement to optimism during their gameplay experience.
- Gratitude (weight 0.01): Gratitude was expressed for the availability of the games on Steam, highlighting the convenience and accessibility of the platform for players.
- Amusement (weight 0.01): Amusement was derived from hyperbolic descriptions of the game's difficulty, suggesting that some players found humor in the exaggerated challenges presented.
- Relief (weight 0.01): Relief was felt due to the game's simplicity compared to a previous, more complex entry (UFO), indicating a preference for a more straightforward gameplay experience.}