Info about Touhou Kishinjou ~ Double Dealing Character.:

Official game description:
ゲームの進め方
-------
敵弾に当た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。  
そう、当たらなければ良いのです。
ストーリー
-----
　付喪神化したのだろうか、お祓い棒が勝手に動き出した。  
　霊夢は神職者の手前、このような妖しい出来事は忌み嫌うべき  
だと考えているが、便利なので放置してしまった。  
　いつしかお祓い棒の事は、他の人には内緒にするようになった。  
　しかし時は来る。  
　空に広がる不安の雲。  
　今まで大人しくしていた妖怪達が各所で暴れ始めたのだ。  
　平和ボケしていた霊夢にも、ついに大きな異変が起こり始めた  
のだと感じさせた。  
　霊夢は武器を手にこれらを征さねばならない。  
　しかし、武器は付喪神化してしまっている。  
　果たして大丈夫なのだろうか。
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）  
・SLOWキー（Shiftキー）　低速移動  
・PAUSEキー（Escキー） 　ポーズ  
＊特殊操作  
　・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Rキー  
　・スナップショット　　　　Pキー  
　・ウィンドウ、フルスクリーン切替　　Alt+Enter
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。
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。  
同時に大量取得でボーナスが付きます。  
点（緑）得点アイテムの最大点を引き上げます。  
　　　　敵弾を消したり、低速移動ショットを当てると  
　　　　出現する丸いアイテムです。  
　　　　自動回収されます。
超重要！　攻略のかけらを集めよう
----------------
　ステージが進むにつれて敵の攻撃は熾烈になる一方です。  
　全部、避けるだけでは攻略できないかも知れません。  
　しかし、「命のかけら」と「スペルカードのかけら」を  
大量に効率よく出すことが攻略の鍵となります。  
かけらの出し方  
・アイテムを画面上部で（もしくはスペルカードで）  
**同時に沢山取る**とボーナスが付く事があります。  
ボーナスの度に「スペルカードのかけら」が出ます。  
　＊命のかけらの出る条件  
　　・１ステージでのボーナスの回数が一定数以上になる  
　　・最高倍率（Ｘ２）のボーナスを出す
特殊なシステム
-------
　・高速時ショットを敵に当てるとＰアイテム  
　　低速時ショットを敵に当てると点（緑）アイテムが出ます。  
　　（フルパワーアップ時は高速ショットでも点（緑）が  
　　　出ます）  
　・スペルカードを初期値以上持った状態でミスをすると  
　　初期値に戻されてしまいます。  
　　スペルカードは積極的に使っていきましょう。  
　　各キャラには以下の特技があります。  
　　　　　博麗　霊夢　　当たり判定が僅かに小さい  
　　　　　霧雨　魔理沙　僅かに低い位置でアイテム回収出来る  
　　　　　十六夜　咲夜　アイテムの落下速度が僅かに遅い  
　・咲夜の「銀色のアナザーディメンジョン」はバリアです。  
　　一定時間で消えてしまう代わりに、被弾しなければ  
　　「スペルカードのかけら」が３個手に入ります。

Release date: 18 Jun, 2019

Categories: Bullet-hell, Single-player, Character Progression, Resource Management, High Score Chasing, Skill-Based Mastery, Boss Rush, Character Customization


- 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 and Enjoyable Gameplay (weight 0.97): The game is widely regarded as fun, approachable, and a solid entry in the series, suitable for both beginners and veterans. Its balanced difficulty progression and engaging shoot-em-up mechanics contribute to a satisfying experience.
- Exceptional Music and Soundtrack (weight 0.61): Players consistently praise the game's music, highlighting its divine quality, memorable tracks, and professional execution. Specific boss themes, especially Stage 6, are frequently cited as masterpieces, enhancing the overall gameplay experience.
- Rewarding Item Collection Mechanic (weight 0.45): The unique item collection system, which rewards players with lives and bombs for collecting items at the top of the screen, is highly praised. This mechanic creates an engaging risk-reward dynamic, making the game more lenient and strategic.
- Creative Danmaku and Boss Gimmicks (weight 0.38): The game features varied and interesting danmaku patterns, with many eccentric enemy designs. Unique boss gimmicks, such as Sekibanki's flying heads and Seija's screen-flipping attacks, add significant memorability and challenge.
- Strong Playable Characters (weight 0.33): Specific playable characters like Sakuya A, Reimu A/B, and Marisa B are noted for their effectiveness and unique abilities. Sakuya A is praised for her strength, Reimu A for her powerful bomb, and Marisa B for her bomb-farming potential.
- High Overall Quality and Value (weight 0.23): The game is considered a memorable and polished work, offering great value for its price. It's recommended as an excellent introduction to the series, excelling in gameplay feel, presentation, and plot.
- Memorable Characters and Designs (weight 0.21): Players appreciate the appealing and well-designed characters, noting their cuteness and interesting visual qualities. Specific characters like Seija are highlighted for their memorable fights and unique personalities.
- Excellent Extra Stage (weight 0.1): The Extra Stage is frequently cited as one of the best and most fun in the series, contributing significantly to the game's identity and offering memorable fights and levels.

Common complaints:
- Frustrating Screen/Input Reversal (weight 0.68): The screen-flipping and input-reversal mechanics, especially during Stage 5 and boss fights with Seija, are widely criticized as annoying and torturous. These gimmicks often obscure the player character or lead to accidental deaths, detracting from the gameplay experience.
- Difficulty Spikes & Unfairness (weight 0.65): The game features abrupt and steep difficulty spikes, particularly from Stage 4 onwards and in EX stages. Poor visibility, random bullet patterns, and specific boss mechanics contribute to a feeling of unfairness, especially for new players.
- Poor Character/Shot-Type Balance (weight 0.61): Many players report significant imbalances among character shot-types, with some like Marisa A/B and Sakuya B being deemed nearly unusable or severely underpowered. This imbalance forces players towards a few optimal choices, limiting replayability and enjoyment.
- Problematic Item Collection System (weight 0.31): The 4/1 item collection system, which often forces players to the top of the screen for bonuses, is seen as punishing and risky. This mechanic frequently leads to accidental deaths, especially when trying to maximize bomb accumulation.
- Worst Entry in Series (weight 0.25): A significant portion of feedback labels this game as one of the weakest or the worst main entry in the series. Players find it boring, unmemorable, and lacking unique or engaging gameplay elements compared to other Touhou titles.
- Disliked Characters (weight 0.19): A few players expressed a personal dislike for certain characters, specifically Kagerou and Shinmyoumaru, finding them unappealing.
- Underdeveloped Story (weight 0.09): The game's story, despite its revolutionary themes, is considered basic and underdeveloped. Players feel that the narrative potential was not fully realized due to the game's format and general Touhou themes, leading to a less impactful experience.
- Janky Boss Hitboxes (weight 0.08): Specific boss attacks, particularly the final boss's 'You Grow Bigger' spell card, are criticized for having janky or incorrectly scaled hitboxes. This makes evasion extremely difficult and feels unfair, especially for certain characters.
- Unmemorable Bosses (weight 0.05): Some players found the bosses to be obnoxious or not significantly different from other bosses in the series, leading to a sense of disappointment and a lack of memorability.
- Frustrating Crashes/Bugs (weight 0.03): Based on limited feedback, some players experienced frustration due to crashes occurring during point collection or not receiving expected bonuses, indicating potential technical issues.

Gameplay feedback:
- Varied Character Strengths (weight 0.74): Player characters have distinct playstyles and effectiveness. Sakuya A is widely considered very strong and makes the game easier, while Sakuya B is seen as weaker or niche for high scores. Reimu A is also strong and recommended for clearing, whereas Reimu B is balanced but has weaker bombs. Marisa A is difficult to use, while Marisa B can be a powerful bomb-farming machine.
- Dynamic Resource Collection System (weight 0.67): The game features a unique risk-reward mechanic where collecting items at the top of the screen (Point of Collection) or using bombs generates life and bomb fragments. This system encourages aggressive play and well-timed bomb usage, allowing players to replenish resources and potentially accumulate more bombs than they started with.
- Progressive Difficulty Curve (weight 0.34): The game generally presents a linear difficulty increase, with the first three stages being relatively easy and stages 4, 5, and the Extra Stage becoming significantly harder. Bosses, particularly from Stage 3 onwards, introduce challenging bullet patterns and unique mechanics.
- Effective Practice Modes (weight 0.14): The game includes practice modes for individual stages and boss spell cards. This feature allows players to hone their skills and memorize patterns, which is crucial for mastering difficult sections like the Extra Stage boss's spells.
- Control Reversal Mechanic (weight 0.12): The Stage 5 boss, Seija Kijin, introduces an interesting but potentially annoying control reversal mechanic. Her spell cards twist the screen and flip player controls, adding a unique challenge to the mid-game.
- Engaging Spell Card Design (weight 0.09): The game features many challenging and visually appealing spell cards. These spell cards are noted for fitting the characters' personalities and appearances, with final spells offering a satisfying level of difficulty.
- Standard Bullet Hell Format (weight 0.06): The game adheres to the traditional vertical bullet hell shooting game format, a staple of the series. Players engage in combat against yokai, featuring unique gimmicks and attack patterns in boss battles.

Performance notes:
- Improved visual fidelity (weight 0.04): The game received a significant graphical upgrade, moving from a standard definition of 480P to a higher definition of 960P, enhancing the overall visual experience for players.
- Keyboard input limitations (weight 0.04): Players are experiencing issues with simultaneous key presses on certain laptop keyboards, specifically preventing the execution of 'Shift to Focus' and 'X to Bomb' at the same time. This technical limitation severely impacts gameplay mechanics like death bombing.

Recommendations:
- Good Entry Point for Beginners (weight 0.54): Many players recommend this game as a suitable starting point for newcomers to the Touhou series or bullet hell genre, citing its relative simplicity compared to other titles. However, some suggest playing other Touhou games first or only if new players are above average at bullet hell games.
- Highly Recommended Overall (weight 0.28): The game is generally well-received and highly recommended by players, with many considering it a favorite in the series. It's seen as a worthwhile purchase despite any flaws, offering an enjoyable experience once mastered.
- Strategic Character Use (weight 0.08): Players offer specific advice regarding character usage, such as avoiding Marisa A too much in the main game but recommending her flamethrower for the Extra Stage. There's also a challenge for Chinese players to attempt LNN with Marisa A and Sakuya B.
- Resource Management for Clearing (weight 0.08): The game provides top-level resources that can help players overcome challenges, particularly in clearing stages by utilizing magical items. New players are advised to focus on bonus collecting in early stages to aid progression.
- Alternative Touhou Recommendations (weight 0.05): For players concerned about clearing this game, or those new to the series, other Touhou titles like Tenkuu Seijou, Kikeijuu, Ten Desires, or Hidden Star in Four Seasons are suggested as potentially better starting points.
- Support for Future ZUN Releases (weight 0.04): A reviewer expresses continued support for ZUN, indicating they will purchase future Touhou releases on Steam, specifically mentioning anticipation for Wily Beast and Weakest Creature.

Other player notes:
- Difficulty and Learning Curve (weight 0.18): Players noted a significant difficulty spike, particularly in Stage 4, which is typical for the series. Some new players found the game challenging, struggling to progress, while experienced players found it manageable, even achieving one-credit clears.
- Game's Value and Perception (weight 0.07): One player considers the game underrated, suggesting it might not receive the recognition it deserves. The mention of physical CD purchases and pricing indicates engagement with the game's commercial aspects.
- Localization and Accessibility (weight 0.07): Players are actively seeking and providing solutions for playing the game in English, indicating a strong desire for official localization. Community patches are available, though some translations are incomplete.
- Unique Gameplay Mechanics (weight 0.04): The reversed controls in Stage 5 were a notable, albeit manageable, mechanic that caused initial panic among players. This suggests an interesting design choice that impacts gameplay.
- Character Lore Mention (weight 0.02): A specific character, Sakuya, was described as a 'youkai racist' in one review. This point is based on limited feedback and likely refers to in-game lore or character perception.

Emotions:
- Satisfaction (weight 0.6): Players felt satisfied due to the game's high overall quality, including memorable characters, engaging music, and rewarding gameplay systems. Achieving personal goals like clearing the game or mastering difficult patterns, along with intuitive mechanics and a unique item collection system, also contributed significantly to this emotion.
- Frustration (weight 0.24): Frustration stemmed primarily from unbalanced mechanics, such as the screen-flipping gimmick, unfair hitboxes, and specific difficult bosses or spell cards. Technical issues like crashes and poor visibility, along with the subpar performance of certain character variants, also led to player annoyance and difficulty spikes.
- Excitement (weight 0.17): Excitement was generated by the game's unique danmaku patterns, beautiful stage visuals, and impactful boss battles. The amazing OST, fun gimmicks, and the thrill of aggressive item collection, coupled with the game's accessibility and its status as the first Touhou title on Steam, also contributed to this feeling.
- Enjoyment (weight 0.14): Players found enjoyment in the game's rewarding mechanics, interesting bosses, and catchy soundtrack. Specific elements like Sukuna's music, Marisa B's abilities, and the overall strategic gameplay, including dodging and the bonus system, enhanced the general positive experience.
- Challenge (weight 0.1): The game's difficulty, even on easier settings, and the need to master item collection and difficult bosses, were key causes of the 'Challenge' emotion. Difficult spell cards, boss features, and overall strong danmaku quirks provided a demanding experience for players.
- Disappointment (weight 0.09): Disappointment arose from perceptions of the game being a weaker entry in the series, with mediocre bosses and a lack of unique gameplay or danmaku. Players also cited awful visibility, declining music quality, underdeveloped story, and unappealing characters as reasons for their dissatisfaction.
- Joy (weight 0.07): Joy was experienced through enjoyable gameplay, cute characters, and great music. The return of Sakuya as a playable character and the overall fun and artistic quality of the game were significant contributors to this positive emotion.
- Annoyance (weight 0.03): Annoyance was primarily caused by the screen flip mechanic, unfair spellcards, and screen effects. Shottype imbalance also contributed to players feeling irritated during gameplay.
- Love (weight 0.03): Players expressed 'Love' for the game itself, often citing it as a personal favorite in the series. This indicates a deep appreciation for the overall experience and quality of the game.
- Helpfulness (weight 0.02): This emotion was generated when players provided useful tips, strategic advice, or recommendations to beginners. This indicates a community aspect where players assist each other in understanding and enjoying the game.
- Nostalgia (weight 0.02): Nostalgia was triggered by encountering old save files, recalling past experiences with the game, or noting its resemblance to older bullet hell titles. This suggests a connection to the game's history and genre roots.
- Anger (weight 0.02): Anger was caused by perceived poor game design, specifically highlighting Seija's gimmick as a source of significant frustration and negative sentiment. This indicates a strong negative reaction to particular gameplay mechanics.
- Awe (weight 0.02): Awe was inspired by the game's incredible music and the impactful aura of its bosses. This emotion reflects a sense of wonder and admiration for the game's artistic and atmospheric qualities.
- Amusement (weight 0.02): Amusement stemmed from the game's goofiness, funny characters, and joke endings, as well as the extreme reactions to certain mechanics like the screen-flipping. Finding specific characters like Sakuya A fun and effective also contributed to this lighthearted emotion.
- Amazement (weight 0.02): Amazement was caused by specific impactful moments, such as hearing 'Mysterious Purification Rod' for the first time, or noticing significant graphical improvements and impressive BGM in the EX stage. This indicates a strong positive reaction to particular sensory experiences.
- Admiration (weight 0.02): Admiration was directed towards the game's polish, style, music, character design, and visual effects. The 'god-tier' music, especially in specific stages, was a significant cause for this high regard.
- Informative (weight 0.02): This emotion arose when players shared strategic advice on character and bomb usage, or provided guidance on starting difficulty. This reflects a desire to educate and assist other players in mastering the game.
- Relief (weight 0.02): Relief was felt when Sakuya returned as a playable character or when players successfully cleared Easy mode after previous struggles. The realization that the game was 'not as bad as it sounds' also contributed to this feeling of ease.
- Mild dislike (weight 0.01): Mild dislike was expressed towards some specific shot-types within the game. This indicates a minor preference issue rather than a significant flaw.
- Appreciation (weight 0.01): Appreciation was shown for the game's overall significance, suggesting recognition of its impact or importance within its genre or series. This reflects a broader positive sentiment beyond just enjoyment.}