Info about 東方剛欲異聞　～ 水没した沈愁地獄:

Official game description:
・東方剛欲異聞とは  
このゲームは東方シリーズのキャラクター達による「弾幕アクションゲーム」です  
異変を追いかける主人公たちを操作し、立ち塞がる敵との決闘を制して地の底を目指します。  
敵が繰り出してくる濃密で回避困難な弾幕を水へ変えて掻い潜り  
水を使って繰り出せる強力な攻撃「スペルカード」で勝利を掴みましょう！  
\----------------------------  
・操作方法  
■キーボード操作  
■カーソルキー　　　　　 　 自機の左右移動、カーソルの移動、選択の切り替え  
■Ｚキー　　　　　　　　　　グレイズ、決定  
■Ｘキー　　　　　　　　　　攻撃、キャンセル  
■Ｃキー　　　　　　　　　　水の回収、離してスペルカード発動、デモスキップ  
■ＥＳＣキー　　　　　　　　ポーズ、ポーズ解除  
■パッド操作  
■レバー　　　　　　　　　　自機の左右移動、カーソルの移動、選択の切り替え  
■ボタン１　　　　　　　　　グレイズ、決定  
■ボタン２　　　　　　　　　攻撃、キャンセル  
■ボタン３　　　　　　　　　水の回収、離してスペルカード発動、デモスキップ  
■ボタン４　　　　　　　　　ポーズ、ポーズ解除  
\----------------------------  
・ゲームルール  
プレイヤーを操作して敵を攻撃、体力ゲージを0にすると次へ進みます  
その前にミスしてプレイヤーのライフが0になるとゲームオーバー  
グレイズや攻撃で弾幕に触れると消したりすり抜けたりできます  
引き付ける、特定タイミングで弾幕に触れると霊力を使って水に変えてしまいます  
水は大量に回収すればスペルカードを撃てる、とても強力、使おう！スペルカード！！  
ゲームオーバーになってもステージ最初からやり直せます  
大事：諦めない心  
\----------------------------  
・プレストーリー  
地上に黒い水が吹き出していた。 その水は異臭を放ち、身体に付くと簡単には落とせなかった。 とても生活用水として使える代物では無かった。  
その湧き出る黒い水を凶と見るもの、吉と見るもの、 神聖なものと見るもの、邪悪なものと見るもの、 天災と見るもの、経済的暁光だと見るもの、 様々な憶測が飛び交い、一部ではお祭り騒ぎにもなった。  
しかしある出来事を境に、浮かれていたものの背筋を凍らせる事となる。 飲料用の湧き水に、美しい清流に、憩いの場である温泉に…… 黒い水は場所を選ばず、湧き出し始めたのである

Release date: 29 Oct, 2021

Categories: Bullet-hell, Action, Boss Rush, Single-player Story, Character-based Combat, Skill-Based Mastery, Roguelike, Strategic Combat


- 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:
- Enjoyable and Creative Gameplay (weight 0.53): Players found the game to be fun, creative, and addicting once they adapted to its unique controls and mechanics. The overall gameplay experience was described as refreshing and responsive, with a well-adjusted difficulty that provided a sense of accomplishment.
- Stunning Art Style and Graphics (weight 0.51): The game's art style, including character illustrations, pixel art, and backgrounds, received widespread praise for its beauty, creativity, and uniqueness. The ink-wash style, in particular, was highlighted as impressive and visually appealing.
- Diverse and Unique Characters (weight 0.49): The game features a wide array of playable characters, each with distinct movesets and controls, which greatly enhances replayability and prevents repetition. Players enjoyed the process of learning and mastering each character's unique playstyle, finding most of the cast satisfying.
- Strong Appeal for Touhou Fans (weight 0.4): The game is highly recommended for Touhou fans, offering a solid story, familiar characters (including playable Flandre Scarlet), and authentic Touhou elements. The game's design, including its boss rush nature, resonated well with the series' established themes.
- Excellent Music and Soundtrack (weight 0.37): The game's music, including original tracks and remixes of old songs, was consistently praised as excellent and a strong point. The soundtrack effectively enhances the game's world and keeps players engaged, with specific mentions of passionate BGM and catchy boss themes.
- Engaging Story and Characters (weight 0.18): The story was found to be interesting and rich, featuring a compelling mix of new and returning characters. Players appreciated seeing familiar faces, some of whom received more screen time and new interactions, contributing to a nostalgic and surprising narrative.
- Accessible Difficulty Options (weight 0.13): The game offers a well-adjusted difficulty, with an 'EASY' mode making it accessible for less experienced players, while 'Hard' mode effectively challenges players to utilize all game systems. The overall difficulty was perceived as moderate, with a decent skill ceiling.
- Innovative Danmaku Mechanics (weight 0.1): The concept of grazing and erasing danmaku to convert it into resources was found to be interesting and exhilarating. The game's danmaku patterns require strategic thinking beyond simple dodging, adding depth to the combat.
- Reimu's Playability and Story (weight 0.07): Reimu was noted as a great character to control, and her story arc was highlighted as a rare instance where a serious incident isn't resolved solely by her. The game's difficulty and complexity increase significantly after Reimu and Marisa's story.

Common complaints:
- Excessive Difficulty & Unfinished Feel (weight 0.99): Players consistently report the game is excessively difficult, unbalanced, and feels unfinished or rushed. The difficulty curve is steep, tutorials are insufficient, and the overall experience is more stressful than rewarding, lacking a beginner-friendly 'Easy' mode.
- Character Control & Balance Issues (weight 0.7): Each character has vastly different control schemes, requiring constant re-learning and leading to an inconsistent experience. Some characters are significantly harder or feel 'broken' against certain bosses, creating an unfair and unbalanced challenge.
- Specific Character Difficulties (weight 0.45): Marisa and Murasa are frequently cited as having particularly difficult, clunky, or counter-intuitive controls and gameplay. Their routes are often described as torturous, with specific boss encounters being exceptionally challenging for them.
- Lack of Content & Progression (weight 0.38): The game consists almost entirely of boss battles, lacking traditional stages, mid-stage saves, or opportunities to practice. This design, combined with limited character unlocks and a perceived lack of depth, makes the game feel expensive for its content.
- Specific Boss Design Flaws (weight 0.16): Certain bosses, particularly Matara and Captain Murasa, are highlighted for having frustrating or poorly designed spell cards and attack patterns. These designs often exploit character limitations or rely on unclear mechanics, leading to annoyance rather than challenge.
- Unsatisfying Touhou Experience (weight 0.13): Many fans feel the game deviates from the expected Touhou experience, lacking the charm, accessibility, or gameplay style of previous titles. Some state they would have dropped the game if it weren't an official Touhou work, indicating a reliance on the IP rather than intrinsic game quality.

Gameplay feedback:
- Unique Boss Rush Gameplay (weight 0.33): The game is primarily a 2D boss rush experience, featuring intense battles in cramped spaces against enemies with multiple life bars and complex bullet patterns. It combines elements of fighting games and bullet hells, requiring players to adapt to a distinct combat system.
- Streamlined Three-Button Controls (weight 0.27): The game utilizes a simple three-button control scheme for core actions: attack, graze/dash, and water absorption/special attack. Many actions, including attacks, provide invincibility frames or bullet-clearing effects.
- Innovative Graze & Water Mechanics (weight 0.22): A core mechanic involves 'grazing' bullets by dashing or attacking through them, which converts them into water. This water can then be absorbed to charge a powerful special attack, adding a strategic layer to bullet evasion and offense.
- Diverse Character Playstyles (weight 0.17): Players can control multiple characters, each offering drastically different gameplay and control schemes. This variety changes how players approach the story and combat, requiring adaptation to distinct abilities and mechanics.
- High Difficulty & Learning Curve (weight 0.14): The game is designed with a medium to high difficulty, lacking an easy mode and demanding significant player skill and patience. Success hinges on memorizing boss attack patterns and understanding each character's unique tools.
- Recent Content & Balance Updates (weight 0.09): A recent patch introduced a new character, a secret boss, and a roguelike mode, alongside general game rebalancing. This indicates ongoing development and content additions.
- Story Mode & PC Playability (weight 0.04): The game includes a story mode and can be played without a gamepad, offering accessibility for PC users.

Performance notes:
- Visual CRT effect noted (weight 0.03): Players observed an unusual 'television CRT visual effect' during gameplay. This visual style might be intentional but was highlighted as 'weird' by some, suggesting it could be distracting or not universally appealing.

Recommendations:
- Mixed general recommendation (weight 0.38): While some players recommend the game and find it fun, others strongly advise against purchasing it, citing issues like crashing. The recommendation often comes with caveats or is conditional.
- Primarily for Touhou fans (weight 0.3): The game is highly recommended for existing Touhou fans, with many suggesting it's a must-play for them. However, it is generally not recommended for those unfamiliar with the Touhou series, indicating a niche appeal.
- Challenging and selective gameplay (weight 0.25): The game is noted for its difficulty, appealing to players who enjoy hard action games. It is not considered suitable for everyone, especially those not proficient in action games, and some suggest an easier mode is needed.
- Support for developer Tasofro (weight 0.15): Many players purchased the game specifically to support Tasofro, expressing hopes for the developer's continued success and improvement. There's a sentiment of loyalty towards the development team.
- Gameplay mechanics need refinement (weight 0.07): There are suggestions for improving gameplay, such as adjusting boss spell cards and reworking patterns to better fit individual character playstyles. Some also wish for separate buttons for shooting and melee.
- Story vs. Gameplay purchase (weight 0.06): Players interested in the story might consider purchasing, potentially waiting for fan translations. Those focused solely on gameplay can buy it immediately, though the story might be a source of 'suffering' for some.
- Gamepad recommended for controls (weight 0.05): Players suggest using a gamepad for a better experience, implying that keyboard controls might be less intuitive or comfortable.
- Control scheme suggestions (weight 0.03): A reviewer wished the game had copied the control scheme from Hisoutensoku, indicating a preference for a different control layout.
- Not for collection only (weight 0.02): One reviewer explicitly states that if the game is not for collection purposes, it's best not to buy it, suggesting limited replayability or value beyond initial completion.
- Hopes for future content (weight 0.02): Players express desires for future updates, specifically hoping for new characters like Yuugi to be added as free updates rather than paid expansions.
- Community value over pure fun (weight 0.02): One piece of feedback suggests that the game's value to the community might outweigh whether it is purely 'fun' to play, hinting at its role in fostering secondary creations.

Other player notes:
- Mixed Reception on Difficulty/Length (weight 0.29): Players have varied experiences with the game's difficulty and completion time, with some finding it short and easy to clear all characters on Normal, while others struggled to finish even once. The addition of an Easy mode in an update was noted.
- Concerns about Tasofro's Future (weight 0.23): There are strong rumors and concerns among players that this game might be Tasofro's last project, largely due to the severe impact of the pandemic on the development team and long delays. Players hope for future, more structurally sound games from the developer.
- Desire for Extra Modes (weight 0.19): Players expressed a desire for additional game modes, such as a boss rush time trial and a training room, to enhance replayability and practice.
- Game in Early Access State (weight 0.13): Many players perceive the game as being in an 'Early Access' state, with expectations for future updates and fixes. This sentiment is reinforced by the game's long and troubled development history.
- Crashes and Bugs Reported (weight 0.13): Some players encountered crashes during specific chapters, particularly with Reimu and Kanako. While not universally experienced, these bugs impacted gameplay for those affected.
- Touhou Fanbase Influence (weight 0.08): The game's release was influenced by persistent urging from Touhou fans and ZUN's comments. Many players, despite acknowledging flaws, persist with the game primarily because of their loyalty to the Touhou series.
- Fan-Made English Translation (weight 0.07): An English patch is available through the thcrap translation project, which is crucial for non-Japanese speaking players to understand the story and game content.
- Comparison to Previous Titles (weight 0.06): Players frequently compare the game to previous Tasofro Touhou titles, noting differences in quality, engine feel, and asset reuse, with some finding it not as good as Touhou 15.5.
- Neutral Review Option Desired (weight 0.04): Some players expressed a wish for a 'neutral' rating option on platforms like Steam, indicating their mixed feelings about the game that don't fit a simple positive or negative review.
- Mixed Pricing Per Region (weight 0.04): The game's price varies significantly by region, being cheaper in Japan than previous titles but expensive in China, while very affordable in Turkey.
- Unclear Game Information (weight 0.02): The game lacks consistency in providing information necessary for strategic play, making it difficult for players to plan effectively.

Emotions:
- Frustration (weight 0.26): Players frequently experienced frustration due to clunky, inconsistent, and imprecise controls, often leading to unintended actions and difficulty with character movement. This was compounded by high difficulty, challenging boss designs, and unclear game mechanics, making the gameplay feel unfair or unplayable for many.
- Disappointment (weight 0.19): Disappointment stemmed primarily from the game's core gameplay and controls, which many felt ruined an otherwise promising experience with good art and music. Players were let down by the perceived lack of polish, incomplete content, and design choices that made the game feel 'unfriendly' or rushed, failing to deliver an exhilarating action experience.
- Satisfaction (weight 0.14): Satisfaction was achieved by players who overcame the initial control difficulties and mastered the game's mechanics, finding enjoyment in studying boss patterns and executing precise actions. The challenging nature of the game, combined with its art, music, and character variety, contributed to a rewarding experience for those who invested time in learning it.
- Appreciation (weight 0.07): Players appreciated the game's artistic elements, including its music, art style, and character designs, as well as its story and unique gameplay concepts. The overall presentation and the developer's creative efforts were highly valued, with specific praise for Shigure-sensei's artwork and ZUN's boss designs.
- Excitement (weight 0.05): Excitement was generated by the game's innovative controls, varied gameplay, and engaging boss rush format, particularly for fans of challenging games. The introduction of new characters like Flandre, a fun plot, and unique mechanics like the 'red circle' also contributed to a sense of thrill and novelty.
- Enjoyment (weight 0.04): Enjoyment was found in the game's music, art, and combat visuals, as well as its unique characters and the process of learning their mechanics. Once players understood the controls and character strategies, they found the bosses and overall concept to be fun and engaging.
- Hope (weight 0.04): Players expressed hope for future refinements, updates, and adjustments to the game, particularly regarding its controls and balance. There was also a strong sentiment of support for the developer, Tasofro, wishing for their continued perseverance and future game development.
- Annoyance (weight 0.03): Annoyance arose from the game's extremely poor controls, which prevented characters from performing intended actions and made cramped boss battles particularly difficult. Players were also annoyed by basic design flaws, such as character switching affecting difficulty, and a perceived lack of clear guidance or move lists.
- Stress (weight 0.02): Stress was a direct result of the game's extremely difficult and poorly implemented controls, making simple actions challenging and leading to accidental collisions in narrow stages. The overall operability and mechanics of the game contributed to a highly stressful playing experience for many.
- Anger (weight 0.02): Anger was directed at the game's 'anti-human' design and perceived lack of effort in its development, particularly regarding the control scheme. Specific characters or bosses, like Okuu, were singled out for causing intense anger due to their difficulty or design.
- Joy (weight 0.01): Joy was experienced by Touhou fans, particularly with the inclusion of new character BGM and unexpected character appearances. Some players also found genuine joy in the game's combat, considering it one of the most fun sidescroller combat games they had played.
- Pain (weight 0.01): Players described the gameplay experience as painful due to persistent control issues and inexplicable collisions. The overall difficulty and poor operability made playing the game a physically and mentally taxing experience.
- Relief (weight 0.01): Relief was felt upon clearing all characters and realizing there wasn't more content, suggesting the game's difficulty or issues made further play undesirable. Some also felt relief that the game's difficulty was lower than anticipated based on the demo.
- Anticipation (weight 0.01): Players felt anticipation for the game's replayability with diverse characters and the increasing challenge in later stages. This suggests an eagerness to explore different playstyles and confront more difficult content.
- Confusion (weight 0.01): Confusion arose regarding the developer's intentions and the overall development process, particularly concerning specific character designs or mechanics like Murasa. Players struggled to understand certain design choices.
- Torture (weight 0.01): Playing Marisa's route was specifically described as torture, indicating an exceptionally difficult or unpleasant experience with that particular character's gameplay.
- Support (weight 0.01): Players expressed support for the developer and the broader Touhou community, indicating a desire to see the creators succeed and the community thrive despite any game-specific issues.
- Suffering (weight 0.01): The act of playing the game was likened to 'sitting in jail,' indicating a profound sense of suffering due to the gameplay experience.
- Informative (weight 0): Some feedback was purely informative, focusing on describing game mechanics and identifying the target audience without expressing a strong emotional stance. This provided objective insights into the game's design.
- Fun (weight 0): Despite various criticisms, some players simply found the overall game experience to be fun, indicating that for them, the positive aspects outweighed the negative ones.}