Info about Touhou Kouryudou ~ Unconnected Marketeers.:

Official game description:
東方Project第18弾  
上海アリス幻樂団による弾幕シューティング！  
花火のように色鮮やかな弾幕の数々を避けて、敵を撃破。  
テクニックと記憶力を駆使して、短期集中決戦に挑め！  
本作では様々な効果を持つアビリティカードを装備してプレイできる。  
アビリティカードとは何なのか？  
一体誰が作ったものなのか？  
何故皆が売買しているのか？  
果たして———  
全てが見当付かないまま、巫女は調査に出る。
プレイヤー（自機）紹介
-----------
○楽園の素敵な巫女  
　博麗　霊夢（はくれい　れいむ）  
　Hakurei Reimu  
　種族：人間  
　能力：主に空を飛ぶ程度の能力  
毎度お馴染みの巫女さん。博麗神社の巫女さん。  
ちまたに不思議なカードが流通していた。  
そのカードには人間、妖怪達の秘密が込められている様に感じ、調査に行くしかないと思った。  
取り敢えずはカードの売人を手当たり次第探してカードを根こそぎ簒奪する目論見だった。  
○普通の魔法使い  
　霧雨　魔理沙（きりさめ　まりさ）  
　Kirisame Marisa  
　種族：人間  
　能力：魔法を使う程度の能力  
幻想郷に住む、普通な魔法使い。蒐集癖を持つ。  
カードには多種多様の魔力が込められていた。  
知っている人間、妖怪の魔力ばかりである。  
こんなに面白いカードは他の人よりも早く集めなければいけないと思った。  
きっと皆そうするに違いない。そうなったら、値段が上がる一方だからだ。  
○瀟洒なメイド  
　十六夜 咲夜（いざよい　さくや）  
　Izayoi Sakuya  
　種族：人間  
　能力：時間を止める程度の能力  
紅魔館でメイド長をしている。すましているので分かりにくいが、実は少し天然。  
ちまたに不思議なカードが流通していた。  
そのカードにパチュリー様が非常に興味を持たれ、全てを回収するように命じられた。  
確かに興味深いカードだった。中にはお嬢様の魔力が込められたカードもあるという。  
しかし、お嬢様はピンピンしている。これは一体何を意味しているのか……。  
○奇跡の現人神  
　東風谷 早苗（こちや　さなえ）  
　Kochiya Sanae  
　種族：人間  
　能力：奇跡を起こす程度の能力  
カードの売人は妖怪の山を中心に活動していた。  
推測するにカードの生産元も近くにあるのではないか。  
山にある守矢神社はそれを看過できなかった。  
放って置けば、また博麗神社に持って行かれてしまうのではないか、と。

Release date: 3 May, 2021

Categories: Bullet-hell, Shooting, Card-based Gameplay, Roguelike, Character Progression, Single-player, Skill-Based Mastery


- 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:
- Engaging Card System & Replayability (weight 0.99): The new card system is a major highlight, offering strategic depth, diverse playstyles, and significant replay value. Players enjoy collecting, combining, and experimenting with cards, which also makes the game more accessible for beginners and provides fresh experiences for veterans.
- Accessible & Balanced Difficulty (weight 0.74): The game's difficulty is considered fair and user-friendly, with low difficulties being very beginner-friendly while still offering challenges for experienced players. The card system plays a role in balancing this, allowing players to adjust the difficulty to their preference.
- High Quality Music & Art (weight 0.59): Players consistently praise the game's music as amazing and high quality, often noting its distinctiveness and synergy with bullet patterns. The character art and overall visual design are also well-received, contributing to an immersive experience.
- Well-Designed Bullet Patterns (weight 0.16): The bullet patterns are described as solid, well-designed, distinctive, and visually appealing. They offer clear strategies and are often synchronized with the music, enhancing the overall gameplay experience.
- ZUN's Creative Contributions (weight 0.14): Players commend ZUN's design skills, particularly in creating unique bullet patterns, evolving art style, and high-quality music. His ability to creatively combine roguelike elements with bullet hell gameplay is also highlighted.
- Reimu's Strength & Utility (weight 0.06): Reimu is noted as a very strong and versatile character, with good firepower and homing shots. Her abilities, especially when combined with cards, make her a popular choice for clearing stages and overcoming challenges.
- Improved Win Key Functionality (weight 0.05): The ability to use the Win key is a significant quality-of-life update. It allows for easy screenshots and seamless screen switching, preventing common window resizing issues.

Common complaints:
- Unbalanced Cards & Characters (weight 0.29): Many ability cards are considered useless or suboptimal, leading to a grindy unlocking system and frustrating gameplay. This imbalance extends to playable characters, with some being significantly weaker or less effective than others, particularly Marisa and Sakuya.
- Subpar Stage & Bullet Design (weight 0.22): Stages are often described as uninspired, difficult, and lacking in layout, particularly mid-stages. Bullet patterns are criticized for being crude, visually overwhelming, and sometimes having poor visibility, leading to a less enjoyable bullet-dodging experience.
- High & Inconsistent Difficulty (weight 0.17): Players report a generally high difficulty, with significant spikes, especially in later stages and between difficulty settings. The game's roguelike elements and reliance on card usage contribute to this challenge, making it less friendly for casual players or those relying on memorization.
- Unmemorable Music & Character Art (weight 0.12): The game's background music is generally considered less memorable and not as good as previous entries in the series. Additionally, some character designs are criticized for being 'weird,' 'creepy,' or 'underwhelming,' with ZUN's aesthetic choices being questioned.
- Punishing Power & Fund Loss (weight 0.06): Losing a life results in a heavy penalty, simultaneously reducing both Power and funds. This makes recovery difficult and significantly impacts the ability to purchase new abilities, creating a harsh feedback loop.
- Accessibility & Learning Curve Issues (weight 0.06): The game is not recommended as an introductory title due to its difficulty. Players without Japanese language skills may struggle with item descriptions, and unlocking the third card slot on Easy difficulty is reported to be impossible or have absurd conditions.
- Developer Design Choices Questioned (weight 0.04): Some players speculate that ZUN's focus has shifted from bullet design to character design and story. There's also a perception that ZUN might be using STG convenience to be 'lazy' or to tell stories without detailed descriptions, and that Lunatic difficulty might not be thoroughly tested.
- Lack of Impression & Reused Content (weight 0.04): Some players feel the game doesn't leave a lasting impression or meet their expectations. There are also instances of patterns and ideas being reused from other games in the series, which might contribute to a sense of unoriginality.
- Replay System Bugs (weight 0.02): The replay acquisition system is reported to be full of bugs, rendering it completely unusable for some players.

Gameplay feedback:
- Core Card System & Roguelike Elements (weight 0.62): The game's central feature is its ability card system, which introduces roguelike elements. Players acquire cards throughout a run, which significantly alter gameplay, difficulty, and strategic options, allowing for diverse playstyles and character builds.
- Variable Difficulty & Card Impact (weight 0.39): The game's difficulty is highly dynamic and heavily influenced by card choices. While early stages or card-less runs can be challenging, acquiring and strategically combining cards can significantly ease or increase difficulty, even allowing for Lunatic clears or hardcore challenge runs.
- Multiple Endings & Unlocks (weight 0.33): The game features multiple endings (Normal, Bad, Another) and unlocks. Clearing the game or specific criteria unlocks additional card slots, the Extra Stage, and makes purchased cards available for initial setup in future runs.
- Diverse Playable Characters (weight 0.14): There are four playable characters—Reimu, Marisa, Sanae, and Sakuya—each with unique abilities, shot types, and bombs. Some characters, like Sanae and Sakuya, are noted for their strength or technical playstyles, offering varied experiences.
- Challenging Boss & Bullet Patterns (weight 0.14): Bosses exhibit more random movement than in previous titles, and bullet patterns are generally difficult, requiring careful evasion. Specific stages, like Stage 4 and 6, are highlighted for their tricky attacks and demanding spell cards.
- Standard Touhou Gameplay Loop (weight 0.12): The game maintains the core bullet hell STG gameplay of shooting and dodging across 6 main stages and an unlockable Extra Stage. Players manage lives and bombs, which can be replenished or purchased after stages.

Performance notes:
- Technical issues present (weight 0.02): Players reported encountering technical difficulties in the game, which were notably absent in prior Touhou installments. This suggests a regression in technical stability compared to previous titles.
- Numpad movement not working (weight 0.02): A specific usability issue was highlighted where the number pad could not be used for character movement. This impacts player control options and accessibility.
- Win key functionality changed (weight 0.02): The game's handling of the Windows key differs from previous Touhou games, where it was typically disabled even in windowed mode. This change might affect player experience, especially for those accustomed to the old behavior.

Recommendations:
- Highly Recommended Game (weight 0.24): Players overwhelmingly recommend this game, citing high enjoyment and overall quality despite some minor flaws. Many consider it a worthwhile purchase and a great entry point for new players to the series.
- Great for Touhou Fans & Newcomers (weight 0.12): The game is highly recommended for both long-time Touhou fans and those new to the series or the STG genre. It's considered a strong entry in the Touhou series, offering a fresh experience with its card system.
- Utilize Card Combinations (weight 0.03): Players recommend experimenting with card combinations and earning money to acquire ability cards, suggesting this is a key gameplay element.
- Support the Developer (weight 0.02): Some players recommend purchasing the game to support the developer, ZUN, and encourage continued game releases on Steam.
- Practice Boss Attacks (weight 0.01): Players suggest repeatedly playing to get accustomed to boss normal attacks, indicating a learning curve for combat.
- See Special Ending Early (weight 0.01): One piece of feedback suggests seeing the special ending early, though the reason is not elaborated upon.
- Avoid Normal Difficulty Initially (weight 0.01): Based on limited feedback, it is recommended not to start the game on Normal difficulty.

Other player notes:
- Long-standing Fanbase Engagement (weight 0.13): The game appeals strongly to long-time Touhou fans, with many expressing their history with the series and anticipation for new titles. There's a clear desire for ZUN to continue developing Touhou STGs that surpass previous entries.
- Story and Character Observations (weight 0.08): Players commented on the game's story, interpreting it as city guards cracking down on illegal vendors or a fading god's struggle. There were also observations about character designs and humorous descriptions of new characters.
- Personal Player Experiences (weight 0.07): Several comments reflect individual player experiences, such as difficulty levels achieved, personal skill assessments, and general enjoyment or time commitment expectations. These are subjective and offer limited actionable insights.
- Requires English Translation Patch (weight 0.06): Many players noted that the game is in Japanese and requires a third-party patch (thcrap) for an English translation, especially to understand card abilities. This is a significant barrier for non-Japanese speaking players.
- Replays Aid Skill Improvement (weight 0.05): Watching replays, both one's own and those of skilled players, is highlighted as a crucial strategy for improving in bullet hell games. This method helps players learn and apply effective techniques.
- Minor Gameplay and Feature Suggestions (weight 0.03): Players offered minor suggestions, such as adding Steam trading cards or collecting enough cards before attempting higher difficulties. There was also a mention of a patched shoplifting glitch.
- Mixed Opinions on Game (weight 0.03): Some players had heard mixed opinions about the game prior to playing, indicating a varied reception within the community. This suggests the game might not universally appeal to all players.
- Card System Potential (weight 0.03): Players are intrigued by the new card system, with some hoping it will be expanded upon in future games. It also offers a unique way for new players to explore the series by linking liked ability cards to previous characters.
- Controller Configuration Tips (weight 0.02): One player provided a useful tip regarding Steam's controller settings to help mitigate accidental diagonal inputs when using a D-pad, which can be a common issue in STG games.
- Positive Developer Sentiment (weight 0.02): Players expressed gratitude towards ZUN and hope for his continued health and future game development. This indicates a positive relationship between the developer and the fanbase.

Emotions:
- Satisfaction (weight 0.39): Players feel satisfied due to the game's high replayability, primarily driven by the innovative roguelike card system which allows for varied playstyles, strategic depth, and easier difficulty progression. The overall quality of music, bullet patterns, and user-friendly design also contribute significantly to this positive experience, making it enjoyable for both new and returning players.
- Frustration (weight 0.15): Frustration stems from perceived character imbalances, particularly Marisa's weakness, and challenging stage designs, including difficult boss attacks and an overly hard EX stage. Technical issues like game crashes and bugs in the replay system, along with high penalties for missing bullets and visibility problems, further contribute to player annoyance.
- Excitement (weight 0.1): Excitement is generated by the game's innovative card system, which significantly enhances replay value and offers fresh, strategic gameplay. Players are also thrilled by the overall fun and satisfying experience, new surprises, and the game's potential to revitalize the Touhou series, making it highly recommended for new players or those feeling burnt out.
- Enjoyment (weight 0.07): Enjoyment is consistently linked to the game's card system, which provides strategic depth and high replayability. The quality of the music, engaging bullet patterns, and appealing characters also contribute to a fun and immersive bullet hell experience.
- Disappointment (weight 0.05): Disappointment arises from comparisons to other games in the series, particularly regarding music quality and character design, which some players found underwhelming or forgettable. The perceived lack of tension in the story, dry early stages, and poor bullet design for traditional bullet-dodging players also contribute to this sentiment.
- Joy (weight 0.03): Players experience joy from the unique playthroughs enabled by the shop and card system, allowing for fun and effective character combinations. Successfully clearing the game, even on easier difficulties, and enjoying favorite characters also contribute to this positive emotion.
- Surprise (weight 0.03): Surprise is often related to the unexpected inclusion and successful integration of roguelike elements into the game. Players are also surprised by the significant improvements in gameplay, their personal enjoyment despite mixed opinions, and specific technical enhancements like Win key functionality.
- Admiration (weight 0.02): Admiration is directed towards ZUN's skill in designing bullet patterns and the overall perfect integration of game elements, leading players to consider it a definitive modern Touhou title. Specific character preferences also contribute to this feeling.
- Confusion (weight 0.02): Confusion stems from specific gameplay elements such as Megumu's lasers and the perceived uselessness of some ability cards. Players also express confusion regarding difficulty differences compared to other games and difficulty understanding item abilities without Japanese language skills.
- Amusement (weight 0.01): Amusement is derived from humorous in-game elements, including witty advice, observations about character traits like Reimu's poverty, and amusing character descriptions.
- Hope (weight 0.01): Players express hope for the future of the series, specifically desiring the retention of the innovative card system in upcoming games and wishing for ZUN's continued health and future game releases.
- Relief (weight 0.01): Relief is felt in comparison to other games, particularly regarding reduced stress from poor visibility. This suggests an improvement in user experience compared to previous titles or similar games.
- Guidance (weight 0.01): Players provide guidance by offering detailed explanations of mechanics, boss strategies, and helpful recommendations for new players, aiming to improve the experience for others.
- Encouragement (weight 0.01): Encouragement is given through strong recommendations for various player types, including new players, and by suggesting exploration of previous titles in the series.
- Confidence (weight 0.01): Confidence is expressed in recommending the game for purchase and in the belief that even players not typically skilled in STGs can successfully clear the game, highlighting its accessibility.
- Challenge (weight 0.01): Players perceive a challenge due to the inherent difficulty of certain characters and stages, indicating that despite accessibility features, the game still offers a demanding experience.
- Anger (weight 0): Anger is directed towards other games, suggesting a negative comparison or frustration with experiences outside of the current game being reviewed.
- Gratitude (weight 0): Gratitude is expressed for the game's accessibility features, indicating appreciation for design choices that make the game more approachable for a wider audience.
- Determination (weight 0): Players show determination in their resolve to beat the extra mode, highlighting a commitment to overcoming the game's most difficult challenges.
- Suggestion (weight 0): Players offer suggestions for game improvements, such as wishing for fewer starting cards and a harder extra boss, indicating a desire for refined difficulty and balance.}