Info about Touhou Fuujinroku ~ Mountain of Faith.:

Official game description:
基本ゲームシステム
---------
人間を操作し、ショットで敵を倒します。  
敵や弾、レーザーなどに当たるとミスとなってしまいます。  
残機が０の時に、ミスをするとゲームオーバーです。  
画面上部に移動すると画面内のアイテムを全て集める事が出来ます。  
（＊今回は、常に行う事が出来ます（重要））  
また、低速移動時は、自機の近くのアイテムを引き寄せることが出来ます  
頑張ってください。
操作方法
----
■キーボードでの操作  
■カーソルキー or テンキー　 自機の上下左右の移動、カーソルの上下左右の移動  
■Ｚキー　　　　　　　　　　ショット、決定  
■Ｘキー　　　　　　　　　　霊撃発動、キャンセル  
■Ｓｈｉｆｔキー　　　　　　低速移動します  
■ＥＳＣキー　　　　　　　　ポーズ、ポーズ解除  
■Ｃｔｒｌキー　　　　　　　メッセージのスキップ、リプレイの早送り  
■パッドでの操作（キーコンフィグできます）  
■レバー　　　　　　　　　　自機の上下左右の移動、カーソルの上下左右の移動  
■ボタン１　　　　　　　　　ショット、決定  
■ボタン２　　　　　　　　　霊撃発動、キャンセル  
■ボタン３　　　　　　　　　低速移動します  
■ボタン４　　　　　　　　　メッセージのスキップ、リプレイの早送り  
■ボタン５　　　　　　　　　ポーズ、ポーズ解除
バックストーリー
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博麗神社。幻想郷の東の境界にある寂れた神社である。  
　里居を忘れた妖怪がここを寝床にしているかの様に、いつも人間以外の  
生き物で賑やかであった。  
　妖怪の多い神社に人間の参拝客など居る筈もなく、神社におわす神様は  
信仰心不足に悩んでいた。  
　そんな神社にも転機が訪れたのである。  
　神社の巫女、博麗霊夢（はくれいれいむ）は、悩んでいた。  
　　霊夢　「どうしたら妖怪達を追い返せるのかなぁ。  
　　　　　　どうしたら人間の信仰を集める事が出来るのかなぁ」  
　　？？？「おう。美味しそうな団子だな」  
　　霊夢　「あ、魔理沙。  
　　　　　　うーん」  
　　魔理沙「悩み事か？」  
　　霊夢　「この間、ちょっと変な来客があってねぇ」  
　　魔理沙「この神社、変な来客だらけじゃないか」  
　神様は自分に対しての信仰心が力となる。  
　参拝客の少ない博麗神社は、その力を徐々に落とし、今では八百万はい  
ると言われる神様同士の会合で意見が無視されてしまう程である。  
　幻想郷には神社は一つしか無いと言われているが、外の世界に幾つも神  
社を構えている神様に比べると信仰心不足なのは否めず、博麗神社の地位  
は下がる一方であった。  
　　霊夢　「妖怪も変な来客だけどさ。  
　　　　　　この間、変な人間が来てさぁ」  
　　魔理沙「人間の来客？　それはまた珍しいな」  
　　霊夢　「そいつに神社の営業停止命令を出されてね」  
　　魔理沙「って、この神社は営業してたのか……」  
　博麗神社は、神様の住処としての役割の他に、幻想郷には無くてはなら  
ない役割がある。その為霊夢は、どんなに信仰心を失ってしまっても、営  
業停止はあり得ない事だと鷹を括っていた。  
　無くてはならない役割とは、幻想郷と外の世界を隔てる境界を守る事で  
あるのだが……。  
　　魔理沙「神社が営業停止か、おかしな話だな。  
　　　　　　それで停止後の神社はどうしろと？」  
　　霊夢　「潰してしまうか、それか、山の上におわす神様に譲渡しろって」  
　　魔理沙「うーん。二重に妙だな」  
　　霊夢　「その時の人間が何者なのか判らないけど……  
　　　　　　どう考えても、普通の神様の言う事じゃないでしょ？」  
　　魔理沙「そうだな。まぁその人間にも興味があるが……  
　　　　　　それでどうするんだよ。  
　　　　　　まさかその言葉をまともに受け取って、謎の神様に神社を譲る  
　　　　　　つもりじゃないんだろ？」  
　　霊夢　「山の上におわす神様の方が、今より信仰心を集められるのなら、  
　　　　　　それも有りなのかなぁと。  
　　　　　　妖怪も追い返せるし、何より神社らしくなるでしょう？」  
　　魔理沙「そうか。  
　　　　　　神社にいる神様が変っても、霊夢にとっては余り影響はないのか」  
　　霊夢　「ただねぇ。どう考えてもその話は胡散臭いわ。  
　　　　　　元から居る神様を追いだして、乗っ取ろうとするなんておかしい。  
　　　　　　その人間だって、力はありそうだったけど……全く見た事ない  
　　　　　　顔だったし。  
　　　　　　絶対に妖怪かなんかの偽物か、邪神かなんかよ！」  
　散々悩んだ結果、霊夢は山の上にいるという神様に会いに行くことにした。  
　山に立ち入る事は意図的に避けてきた霊夢だが、いよいよ持って信仰心の  
失われた神社の事も真面目に考えようと思い、一大決心をしたのである。  
　この時はまだ、戦う事になるとは思ってもいなかったのだ。  
　　　　　　　　　　-------------------------  
　　　　　　　　　　　　雲上に光が満ちた。  
　　　遠くで機械の音が聞こえてくる。天狗の工場が目覚めたのだろうか。  
　　　　　　　ここは里の人間が立ち入る事の出来ない世界。  
　　　　　　　　　　　　　木で出来た建物。  
　　　　　　時季外れの蛙の鳴き声。夥しい数の蛇の抜け殻。  
　　　　　　　彼女はそこに居た。この場で見ていた。  
　　　　　　　　　　　　一人の人間と共に。
タイトル画面
------
■タイトルメニュー  
Ｓｔａｒｔ  
通常のゲームを開始します  
この後、難易度、プレイヤー、使用武器の順に選択します  
ＥｘｔｒａＳｔａｒｔ  
エキストラステージを開始します（条件を満たしていないと選択できません）  
ＰｒａｃｔｉｃｅＳｔａｒｔ  
プラクティスモードを開始します  
プラクティスモードは１ステージだけをプレイするモードです。  
その難易度、キャラ、武器で一度クリアしたステージまで選択できます（コンティニューしても可）  
各ステージのスコアが記録されますので、スコアアタックも出来ます  
初期プレイヤー数９で固定され、コンティニューは出来ません  
＊キーボードの数字キーを押しながらステージを選ぶと初期プレイヤー数を変更できます  
一機限定で遊びたい場合とか（あるのか？）活用してください。  
Ｒｅｐｌａｙ  
保存したリプレイを再生するモードです  
ＰｌａｙｅｒＤａｔａ  
スコア、御札戦歴、その他の情報を見るモードです  
ＭｕｓｉｃＲｏｏｍ  
音楽室に入ります  
Ｏｐｔｉｏｎ  
オプションモードに入ります  
Ｑｕｉｔ  
ゲームを終了します
システム　攻撃システム
-----------
●通常ショット  
御札とか針とかを、何故か無限に撃つ事が出来ます。  
●霊撃  
オプションを一つ使用して、敵弾を消す攻撃をする事が出来ます。  
霊夢の霊撃は、範囲が広いが余り前方に進みません。  
魔理沙の霊撃は、かなり前方までの敵弾を消せますが、範囲は狭いです。  
でも、使用中は完全無敵なのでピンチの時は使ってみましょう。  
パワー５（ＭＡＸ）の時は、オプションを失わずに一回だけ霊撃を使えます。  
●オプション  
力強いお供です。  
今回はパワーアップしても主人公のショットは強化されません。  
その代わり、オプションの数が増えます。  
パワー０～４　……　０～４個のオプション  
パワー５　　　……　４個のオプション（ＭＡＸ）  
高速移動時と低速移動時のオプションの配置が大きく違う装備もあります。  
霊撃を使うと、パワーが一つ減ってしまいますが、パワーアップ  
アイテムは沢山出ますので、危なくなる前に使っていきましょう。
システム　アイテム
---------
●アイテム  
敵を倒したりするとアイテムが出現する事があります。  
パワーアップアイテム  
Powerを 0.05 増やします。5.0 で最大。  
最大時は、このアイテムの代わりに信仰アイテム（小）が出ます。  
パワーアップアイテム大  
Powerを 1.0 増やします。5.0 で最大。  
最大時は、このアイテムの代わりに信仰アイテム（小）が出ます。  
得点アイテム  
得点が入ります。画面上部であればあるほど得点が高く、  
最高で画面左下に書かれた信仰ポイントだけ入ります。  
得点アイテム（大）  
画面の何処で取っても最高点が入ります。  
ボス戦でパワーが最大（5.0)の時に、段階を進めると落とします。  
通常時、これを落とす敵はいません。  
エクステンドアイテム  
プレイヤーが一人増えます。  
信仰アイテム（大）  
信仰ポイントが上昇します。  
信仰アイテム（小）  
信仰ポイントが僅かに上昇します。  
●アイテム蒐集  
画面上部に自キャラを移動させると、画面上のアイテムを全て回収ことが出来ます。  
常に行う事が可能です。
システム　信仰ポイント
-----------
●信仰ポイント  
画面左下に出ている数値が信仰ポイント（どれだけ信仰を集めているか）です。  
このポイントが得点アイテムの点数となるので、稼ぐ場合はこのポイントに注目しなければいけません。  
信仰ポイントは、緑色のアイテムを取る事で増加します。それ以外に増加する手段はありません。  
得点アイテムは、信仰ポイントを高めてから取ることで、大きな得点となります。  
出来る限り、緑→青の順番でアイテムを取りましょう。  
●信仰心の減少と維持  
信仰は時間と共にどんどんと失われていきます。  
緑のアイテムを取って僅かに信仰を増やしても、あっという間に無くなってしまいます。  
この信仰ポイントの減少を、一旦停止させる手段があります。  
それは、アイテムを取る、敵を倒す等の行動をすることです。  
行動した直後、僅かな時間の間は信仰ポイントは減少しません。  
この間に別のアイテムを取ったり敵を倒したりすれば、信仰を高いまま維持できます。  
（減少停止の僅かな時間は、信仰ポイントの下部に表示されているバーの長さで確認できます）  
また、ボス戦や会話中などは信仰ポイントは下がりませんが、ミスをすると大幅に減少します。  
●スペルカードボーナス  
ボス敵がスペルカードアタックという特殊な攻撃を仕掛けてくることがあります。  
この攻撃の間は、ミスもせず、霊撃も使わずにボスを撃破するとスペルカードボーナスが入ります。  
スペルカードボーナスは信仰ポイントの１０倍から始まり、時間と共に減少しますので、  
早めに撃破しましょう。  
また、スペルカードアタック中は、霊撃を使用しても敵弾は信仰ポイントにはなりません。  
●稼ぎのヒント  
・得点アイテムは画面の上側に近づいて吸い寄せて取ること（基本）  
・緑の点と青の点が同時に出た場合、先に緑の点を取るようにすること。  
・信仰ポイントが減少しないように、敵やアイテムのない間を作らないこと。  
・霊撃は敵弾を緑の光の弾に変えます。敵弾の多い所で霊撃を使うのも手です。  
　ただし、パワーが落ちるのでむやみに使って苦労しても知りません。  
　（ただし敵のスペルカード発動中は、霊撃を撃っても敵弾は緑の光の弾に変わりません）  
・敵を倒せなくても、固い敵にショットを撃ち込んでいる間は、減少の速度が  
　遅くなります。  
・フルパワーアップ状態では、パワーアイテムの代わりに緑の点が出ます。
システム　エクステンド
-----------
●エクステンド  
通常ステージは得点が 2000万、4000万、8000万、15000万でエクステンドします  
エキストラステージは得点が 3000万、10000万でエクステンドします
システム　小ネタ
--------
●小ネタ  
・Ｐキーを押すと、画面のスナップショットを取ります  
・ポーズ中にＱを押すとタイトル画面に戻ります  
・ポーズ中にＲを押すと一面からやり直します  
・リプレイ中にCtrlを押すと早送り出来ます  
・１面やエキストラステージでゲームオーバーになってコンティニューしても、  
コンティニュー扱いにはなりません  
・プラクティスモードでステージを選択するときに、  
キーボードの数字を押しっぱなしにしているとその残機数で始められます  
・Alt + F4 でゲームを終了できます  
・オールクリア時に入るボーナスは以下の通りです  
イージー　　： 残機数×2000万　パワー×20万　信仰ポイント×100  
ノーマル　　： 残機数×2500万　パワー×20万　信仰ポイント×100  
ハード　　　： 残機数×3500万　パワー×40万　信仰ポイント×100  
ルナティック： 残機数×4000万　パワー×60万　信仰ポイント×100  
エキストラ　： 残機数×4000万　パワー×80万　信仰ポイント×100

Release date: 5 Jun, 2020

Categories: Bullet-hell, Single-player Story, High Score Chasing, Resource Management, Item Management, Character-based Combat, Linear Progression


- 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:
- Excellent Music & Art Direction (weight 0.97): The game's soundtrack is frequently highlighted as a masterpiece, with many tracks being 'god-tier' and highly memorable. Combined with charming character designs, vibrant stages, and beautiful bullet patterns, the aesthetics create an immersive and pleasing experience.
- Favorite in the Series (weight 0.86): Many players consider this game their favorite in the Touhou series, often citing its overall quality, music, and accessibility as reasons for its standout position among other entries.
- Highly Enjoyable & Accessible Gameplay (weight 0.8): Players consistently praise the game for its fun, engaging, and dynamic gameplay. It offers a 'delicious' and balanced difficulty, making it enjoyable for both beginners and experienced players, with many finding it easy to pick up and get hooked.
- Balanced & Scalable Difficulty (weight 0.73): The game features well-balanced difficulty levels that scale gently, motivating beginners while still offering a good challenge for more advanced players. Normal mode is often cited as 'just right' and achievable for many.
- Appealing Characters & Story (weight 0.72): Players appreciate the game's charming, unique, and attractive character designs, with specific mentions of Sanae, Aya, and Marisa. The story, rooted in Japanese culture, also adds to the overall appeal.
- Strong Replay Value (weight 0.63): The game offers decent replayability, with multiple difficulty levels and the challenge of mastering spellcards without bombs. Its ability to scale in difficulty ensures continued engagement for players seeking improvement.
- Generous Resource Management (weight 0.15): The game provides abundant extra lives and bombs, especially at full power, making it more forgiving for beginners. This resource generosity allows for comfortable gameplay and helps novices clear difficulties they might otherwise struggle with.
- Effective Shot Types (weight 0.07): Specific shot types like Reimu A and Marisa C are highlighted for their effectiveness in different scenarios, offering stable DPS and aiding in dodging or aggressive playstyles.

Common complaints:
- High overall difficulty (weight 0.61): Many players find the game exceptionally difficult, even on 'Easy' mode, especially newcomers to bullet hell games. Specific stages and bosses, like Kanako, present significant challenges, leading to frustration and extended playtimes without success.
- Problematic bomb system (weight 0.09): The bomb system is criticized for consuming power, which reduces damage output and punishes learning players. Additionally, bombs lack character-specific personality and are identical across all shot types, making them feel uninspired.
- Limited practice options (weight 0.08): Players are frustrated by the inability to practice specific stages or sections without first clearing them. This limitation, combined with the lack of mid-stage saving, hinders effective learning and improvement.
- Lack of official language support (weight 0.07): The game lacks official support for languages like English and Korean, requiring community patches for dialogue and story comprehension. This creates a barrier for non-Japanese speaking players.
- Harsh continue system (weight 0.07): The continue system is punitive, often returning players to the main menu or the beginning of a stage with limited lives. This system also locks players into a bad ending, discouraging its use and adding to the overall difficulty.
- Poor display and resolution (weight 0.05): The game suffers from issues with screen size and resolution, with the window often being too small or unclear in full-screen mode. This negatively impacts visibility and gameplay experience.
- Fast-draining faith meter (weight 0.05): The rapid depletion of the faith meter forces players into unnatural playstyles to maintain it, adding an unnecessary layer of stress and difficulty. This mechanic is widely disliked.
- Missing features from previous titles (weight 0.03): The game is noted for removing features present in earlier games, such as multiple stage variants, spell card select, and certain playable characters. This omission is seen as a step back from previous installments.
- Comparison to Subterranean Animism (weight 0.03): Some players found the game disappointing compared to 'Subterranean Animism,' feeling that the previous title offered superior bullet pattern design, creativity, and overall completeness.

Gameplay feedback:
- Playable Characters and Shot Types (weight 0.26): The game offers two playable characters, Reimu and Marisa, each with three distinct shot types. Reimu generally has a smaller hitbox and homing options, while Marisa features piercing lasers and wider shots, with specific shot types like Reimu C being noted as 'strange'.
- Difficulty and Learning Curve (weight 0.24): Players find the game challenging, with many struggling to clear Normal difficulty initially. Easy mode is recommended for beginners to familiarize themselves with stages, as higher difficulties feature complex bullet patterns and require significant practice and skill development.
- Faith Meter for Scoring (weight 0.24): The game features a 'Faith' meter that primarily influences scoring, acting as a multiplier for point items and determining extra lives. It's maintained by collecting specific items (stars, green circles), killing enemies, and clearing bullets, but drains over time or when using bombs/losing lives.
- Power-Based Bomb System (weight 0.21): Bombs are integrated into the 'power' resource, consuming 1 power level per use instead of being a separate stock. This allows for frequent bomb usage, especially at max power, but can weaken shot strength. Bombs also clear bullets and collect items.
- Marisa B Glitch Exploitation (weight 0.11): A significant glitch exists with Marisa B's unfocused shot when her power level is between 3.00 and 3.95, making her damage output extremely high. This 'God-Slaying Cannon' allows players to quickly defeat bosses and clear difficulties like Normal and EX.
- Score-Based Extra Lives (weight 0.09): Extra lives are primarily earned through achieving high scores, a traditional mechanic in the series. Players can accumulate multiple lives by stage 6 if they maintain a good score without continuing, with a maximum of 1.5 billion points needed for full lives.

Performance notes:
- Poor Widescreen Support (weight 0.05): The game defaults to a small windowed mode on Windows 11 and stretches horizontally in fullscreen due to a lack of widescreen support. This significantly impacts the visual experience for many players.
- Noticeable Input Lag (weight 0.05): Players reported significant input delay, especially at slower game speeds, leading to ignored key presses. This issue negatively affects gameplay responsiveness and precision.
- Low FPS at Slow Speed (weight 0.02): Playing the game at 0.1x speed results in extremely low frame rates (around 5 FPS). This makes practicing or playing at reduced speeds frustrating and unplayable.
- NVIDIA Aspect Ratio Fix (weight 0.02): NVIDIA GPU users can manually correct the stretched fullscreen issue by adjusting scaling settings in their control panel. This workaround is not intuitive and requires player intervention.

Recommendations:
- Highly Recommended Entry Point (weight 0.57): The game is overwhelmingly recommended by players, often receiving perfect scores and 'Game of the Year' accolades. It's frequently cited as an excellent starting point for both the Touhou series and the bullet hell genre due to its accessible difficulty for beginners, while still offering a challenge for experienced players.
- Prepare for Challenge (weight 0.38): While beginner-friendly, the game's higher difficulties (Hard/Lunatic) are noted to be significantly challenging. Players are advised to practice specific stages and prepare for a demanding experience, especially if aiming for higher difficulty levels or the EX stage.
- Support the Creator (weight 0.28): Several reviewers explicitly recommend purchasing the game to support the creator, ZUN, often with a lighthearted mention of buying him a beer.
- Address Language Barrier (weight 0.03): A significant concern for some players is the language barrier. It is strongly recommended to use the Community Patcher to play the game in English, which enhances accessibility and understanding.
- Consider Controller Use (weight 0.02): New players are advised to prepare a controller in advance, suggesting that it might enhance the gameplay experience or be preferred over keyboard controls for this type of game.
- Windows 11 Compatibility Issue (weight 0.02): Players are cautioned against updating to Windows 11 if they intend to play this game, indicating potential compatibility issues with the newer operating system.
- Explore Traditional SHMUPS (weight 0.01): One reviewer suggests exploring more traditional SHMUPS, implying that while this game is good, there are other titles in the genre worth experiencing.
- Teaches Perseverance (weight 0.01): Based on limited feedback, one player noted that the game teaches the importance of a 'never-give-up spirit' and 'knowing the fun of the game,' suggesting a deeper, philosophical takeaway from the challenging gameplay.

Other player notes:
- Community Translation Patches (weight 0.32): The game, being originally in Japanese, benefits greatly from fan-made language patches, especially English. These patches are widely available and recommended for non-Japanese speakers to enhance their understanding and enjoyment of the game.
- Desire for More Touhou on Steam (weight 0.19): Players express a strong desire for more older Touhou main series games (e.g., Th6, 7, 8) to be released on Steam.
- Game Mechanics & Lore Details (weight 0.13): Specific game mechanics, such as the faith meter setting, the return of the graze system in the next game, and the 'God-killing cannon' exploit, are noted. Lore details like the 'Moriya Trilogy' and character backstories are also highlighted.
- Controller Compatibility Issues (weight 0.08): Players frequently encounter issues with modern controllers, such as PS5 or Xbox gamepads, leading to continuous input or incorrect D-pad functionality. Solutions often involve disabling the Steam overlay, using Big Picture Mode, or adjusting controller configurations.
- Old Game with Nostalgic Value (weight 0.08): The game is recognized as an older title, with some UI quirks being acceptable due to its age. It evokes strong nostalgia for players who experienced it around its original 2007 release.
- Fan-Made Patches for QoL (weight 0.06): Various fan-made patches, such as vpatch for input delay and vsync, and universal practice patches, are highly recommended to improve the gameplay experience and aid in skill development.
- Availability on Steam & Sales (weight 0.06): The game's presence on Steam makes it easily accessible, unlike older entries. Many players purchased it during sales, indicating that pricing can be a factor in adoption.
- ZUN's Solo Development Effort (weight 0.05): Players appreciate that ZUN single-handedly created all aspects of the game, including story, characters, music, programming, and art. The game's setting is also noted to be inspired by his hometown.

Emotions:
- Satisfaction (weight 0.31): Players felt satisfied due to the game's accessibility for beginners, often serving as an excellent entry point to the series. This was coupled with appreciation for the high-quality music, balanced difficulty, and the sense of personal achievement from overcoming challenges or mastering gameplay mechanics. The overall positive experience, including engaging characters and aesthetic appeal, also contributed significantly to this emotion.
- Frustration (weight 0.14): Frustration primarily stemmed from the game's high difficulty, particularly for beginners and on higher modes, with specific bosses like Kanako Yasaka being frequently cited. Technical issues such as input lag, small window size, and incompatibility with newer operating systems also hindered the player experience. Limitations in practice modes and a challenging continue system further exacerbated feelings of frustration.
- Excitement (weight 0.1): Excitement was generated by the game's overall high quality, including its engaging bullet patterns, excellent soundtrack, and compelling characters. Players expressed enthusiasm for the thrill of dodging bullets, the game's accessibility for newcomers, and the satisfaction of achieving difficult milestones. Strong recommendations and the game's release on Steam also fueled this positive emotion.
- Enjoyment (weight 0.07): Players found enjoyment in the game's fun gameplay, captivating music, and immersive atmosphere. The appealing character designs and engaging bullet patterns were also significant contributors. Even when facing difficulty, players expressed enjoyment in the overall experience and the stylistic elements of the game.
- Disappointment (weight 0.05): Disappointment arose from technical limitations, such as input lag, poor resolution, and incompatibility issues, which prevented players from fully enjoying the game. The lack of official language support (e.g., Korean, English subtitles) and perceived high price also contributed to this feeling. Additionally, some players were disappointed by less forgiving mechanics, limited character variety, and the removal of features from previous games.
- Admiration (weight 0.04): Admiration was directed towards the game's artistic interpretation, exceptional music quality, and character design. Players praised the developer ZUN's work, the game's classic status, and its overall quality, particularly the danmaku (bullet patterns) and soundtrack. The game was often considered a 'most perfect work' within the series.
- Joy (weight 0.03): Joy was experienced through the game's overall fun and enjoyable experience, often rekindling childhood gaming memories. Players found joy in the accessibility of the game, the fun of dodging bullet patterns, and the positive first impressions. The continuous release of new games in the series also contributed to this feeling.
- Challenge (weight 0.02): The game's inherent difficulty, particularly significant spikes at certain stages or with specific enemies, was a primary cause of feeling challenged. Players acknowledged the super difficult gameplay and the ongoing effort required to clear the game, especially on higher difficulties.
- Appreciation (weight 0.02): Players appreciated the game's overall quality, including its music, visuals, and balanced mechanics. Specific positive changes and the characterization of figures like Reimu were also noted. The developer ZUN's work and the game's accessibility further fostered a sense of appreciation among players.
- Nostalgia (weight 0.02): Nostalgia was triggered by the game being a part of players' youth and evoking childhood memories. The game's atmosphere and music reminded players of past experiences, leading to reflections on years of playing Touhou and the game's impact over time.
- Amusement (weight 0.02): Amusement stemmed from cute characters, funny elements, and humorous takes on the game's difficulty. Specific character quirks, glitches, and exaggerated descriptions of gameplay also contributed to players finding the experience amusing.
- Guidance (weight 0.02): Players expressed guidance by recommending the game as an entry-level title for beginners and offering gameplay tips. They also provided information about community patches and advice on managing difficulty, helping new players navigate the game and the series.
- Determination (weight 0.01): Determination was driven by the desire to overcome the game's challenges, such as practicing on normal mode or aiming for a 1CC (one-credit clear) on harder difficulties. Players expressed a strong resolve to clear specific bosses and continue playing to achieve new goals.
- Affection (weight 0.01): Affection was felt for specific characters like Sanae, Marisa, Kanako, and Hina Kagiyama, as well as for the Touhou series as a whole. Players grew to love the game despite its issues and found the characters endearing.
- Helpfulness (weight 0.01): Helpfulness was demonstrated by players guiding new players, providing links to translation patches, and offering solutions for technical issues like controller configuration. Recommending related fan-made games also fell under this emotion.
- Curiosity (weight 0.01): Curiosity was sparked by the game's intriguing mechanics, leading players to desire exploration of more Touhou games and lore. Questions about bullet hitboxes and deeper game lore also contributed to this feeling.
- Humor (weight 0.01): Humor was evident in exaggerated comparisons of difficulty, lighthearted complaints, and references to specific in-game elements or memes. Players found amusement in the hyperbolic descriptions of their struggles.
- Caution (weight 0.01): Caution was expressed through warnings to newcomers about the game's inherent difficulty and mentions of specific challenging spell cards. This aimed to prepare new players for the demanding experience.
- Hope (weight 0): Hope was primarily focused on future developments, such as the desire for more Touhou game releases on Steam. Players also expressed hope for eventually clearing challenging stages like the EX stage.
- Annoyance (weight 0): Annoyance was caused by specific in-game elements, such as lingering death sound effects and a particular challenging spell card known as 'Mahjong Mountain'.}