Info about Samurai Bringer:

Official game description:
Samurai Bringer is a roguelite action game with levels which change with every playthrough, where you cut down hordes of Samurai and Demons to collect combat techniques and polish your fighting style in order to defeat Yamata-no-Orochi, the eight-headed dragon of Japanese mythology.
Regain your divine power and challenge Yamata-no-Orochi
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Susanoo, a powerful deity, challenged Yamata-no-Orochi to save Kushinada, who was to be sacrificed to the dragon. However, he was bested by the dragon and his power was taken from him.  
Cast down to the land of Nakatsukuni, now he must fight a multitude of samurai and demons summoned from across space and time to regain his lost strength…  
Mix and match combat techniques to create your own fighting style
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Defeat the advancing hordes of samurai and demons to obtain Combat Scrolls.  
Techniques such as slice, thrust and jump can be equipped to change the way you attack.  
Furthermore, you can create your own loadouts with Combat Techniques to create your very own combat style.  
From spinning slashes to fire attacks and even combos to chain your attacks together. Build up your own fighting style for a combat experience unique to you.  
Defeat over 100 legendary Japanese warriors
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Over 100 legendary warriors from Japanese legend and history including Oda Nobunaga, Date Masamune and Sanada Yukimura will be summoned to stand against you.  
Defeating them will reward you with their weapons and armor imbued with various status boosting effects.  
Donning this armor will not only give you an advantage in battle, but also add a little style to your loadout too.  
Accumulate experience and strength through defeat
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Levels are procedurally generated, with enemy placements and type being different every time, which also means different Combat scrolls for you to collect.  
Falling in battle does not mean you lose everything, so keep building up your loadout and fighting style until Susanoo regains his lost strength.  
Prepare yourself by creating a versatile loadout to deal with various combat situations and aim to bring down the mighty eight-headed dragon, Yamata-no-Orochi.

Release date: Apr 21, 2022

Categories: Roguelite, Hack and Slash, Custom Moveset Creation System, Action Roguelike, Pixel Art Style, Japanese Mythology

Feature scans:
- Steam Deck: score 15; verdict: Seamless; summary: The audit finds that Steam Deck compatibility is generally positive. Users report the game feels at home and is enjoyable on Deck, with no evidence of Proton Experimental toggles, external launchers, anti-cheat errors, crashes, unreadable text, or battery drain. The only minor friction is a controller button-mapping mismatch, which may affect play but does not require a workaround. Other feedback focuses on gameplay balance and short replay value rather than Steam Deck technical issues.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $6.00 - $10.00
  - Reasoning: The evidence anchors acceptable base-game prices across regions: 980 JPY launch (about $6.5), 8 euros (about $8.6), 37 yuan launch (about $5.1), and a $7.99 sale price. Reviewers describe these prices as appropriate, cheap, a steal, or underpriced while still strongly recommending the game. This suggests the community sees a fair base-game range of roughly $6 to $10, with the current $9.99 sitting near the upper end of that acceptable range.
- Playtime Metrics:
  - Game completion: 20.0h
  - Story completion: 10.0h
  - Session length: 2.0h
  - Endgame: N/A
  - Reasoning: The quote about beating the game once after 10 hours supports storyCompletion at approximately 10 hours for the main game. The quote about taking about 20 hours to 100 supports gameCompletion at approximately 20 hours for full completion. The quote about playing 2 hours non-stop supports a typical sessionLength of about 2 hours. No review provides a quantified duration for endgame or post-game grinding, so endgame is null.
- Time-to-fun:
  - Summary: Players often find the game addictive from the opening runs, but the strongest reports say enjoyment fades after a few hours or the first playthrough as repetition and stat scaling set in.
  - Stance: Fun then drops
  - Anchor: Beginning
  - Time to anchor: N/A
  - Friction: First run feels clumsy and slightly overwhelming; Tedious and clunky menus require getting used to; Controls cannot be changed during any tutorial; Meta-progression dependence and clunky systems; Stunlock is not a fun mechanic; Controller icons can be replaced by keyboard icons mid-game
  - Unlock drivers: Retaining upgrades and equipment makes subsequent attempts more manageable; Growing stronger over time until the player becomes overpowered; Collecting technique scrolls and defeating bosses for permanent progression; Experimenting and discovering moves is rewarding; Endless customization and build variety; Unlocking more scrolls may provide ways out of stunlock
  - Conditions: Enjoyment depends on liking fast, skill-driven action; Fast action works best with the right skills; Players must tolerate grind and repetition; Comfort with clunky menus and controls affects the early experience; Meta-progression and retained upgrades shape later enjoyment; Lack of co-op or multiplayer is a major drawback for some; Experimentation and build variety increase engagement; Low price is a positive buying condition for some
- Player Archetypes:
  - Skill Combo Tinkerer (buy)
    - Motivation: To create and optimize custom skill combinations and loadouts.
    - Playstyle: Experiments with different weapon types, skill orders, and control layouts to discover powerful combos.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Risk of Rain
  - Retro Roguelite Fan (buy)
    - Motivation: Nostalgia for classic action games and the roguelite loop.
    - Playstyle: Plays with a controller, embraces retro difficulty and roguelite progression.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Warriors & Sengoku Warlord Fan (buy)
    - Motivation: To experience the power fantasy of cutting down famous Sengoku warlords in a Warriors-style setting.
    - Playstyle: Casually slashes through hordes of enemies, enjoys playing as or against historical figures.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Samurai Warriors
  - Budget-Conscious Deal Hunter (sale)
    - Motivation: To get maximum enjoyment for a low price.
    - Playstyle: Waits for sales and evaluates the game based on price-to-content ratio.
    - Experience: mixed
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A


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:
- Highly Positive Overall Reception (weight 0.42): Players consistently praise the game as excellent, great, and worth its price. It is described as deep, fun, and highly recommendable.
- Custom Moveset and Combo System (weight 0.3): Players can create their own movesets and combos, with a flexible and unique custom moveset builder that adds depth and creativity.
- High Replayability and Content (weight 0.3): Massive replayability with a high completion level and rich content for the price. Over 100 generals and variety of skills add to the experience.
- Addictive and Fun Gameplay (weight 0.29): The game is silly, addictive, and provides pure joy. The gameplay is fun and creative.
- Stylized Pixel Art and Animations (weight 0.27): The bright, stylized pixel art with expressive sprites and fluid animations is widely praised. The art style is attractive and nostalgic.
- Deep Skill Customization (weight 0.24): Skill combinations and key bindings are highly customizable, allowing players to mix attack types, actions, and attributes. The system encourages experimentation.
- Fast-Paced Roguelite Gameplay (weight 0.24): The game is a fast-paced action roguelite with great character customization. It is considered one of the best roguelikes.
- Satisfying and Responsive Combat (weight 0.18): The combat system is smooth, unique, and ingenious, balancing accessibility with depth. It provides a highly satisfying action experience.
- Unique and Creative Roguelite (weight 0.17): It offers a unique atmosphere and is considered the most creative roguelite ever. The game stands out in its genre.
- Fun Combo Experimentation (weight 0.17): Experimenting to find broken combos and builds is enjoyable, and combining moves to create original moves is fun and rewarding.
- Weapon-Dependent Combos (weight 0.1): Combos change depending on the weapon used, allowing players to decide what combos are and what weapons do.
- Permanent Progression System (weight 0.1): Permanent progression is based on collecting technique scrolls, defeating bosses, and unlocking health and SP increases.
- Steam Deck Compatibility (weight 0.1): The game plays great on Steam Deck and feels right at home on the platform.
- Hybrid Musou and Roguelite (weight 0.1): A hybrid of Musou hack n slash and action roguelite mixed really well, creating a unique blend of genres.
- Sengoku Warlord Fan Appeal (weight 0.1): Highly recommended for Sengoku warlord fans and perfect for fans of Samurai Warriors. The game appeals to those interested in the setting.
- Boss Fights Against Mythical Creatures (weight 0.1): Boss fights against massive oni and Yamata-no-Orochi are satisfying and provide memorable challenges.

Common complaints:
- Skill and action loadout resets (weight 0.72): Death resets equipped armor, combat skills, and action loadouts, forcing players to rebuild everything from scratch each run. The Secret Book cannot be edited at the base and consumes in-game time, making setup a tedious chore.
- Control rebinding is broken (weight 0.71): The control system is severely flawed: button mappings reset on defeat, switching armor, or restarting, and rebinding keys often breaks menu navigation or interact functions. Players cannot save custom layouts, and the default layouts on controllers and keyboard are described as clunky.
- Repetitive and short content (weight 0.71): Stages have little variation, the landscape is often the same, and after 30 minutes all combat, levels, and music have been seen. Post-game content is minimal after beating the final boss, with little incentive to replay.
- Progression and balance issues (weight 0.7): Meta-progression growth is too large, making the game a cakewalk after about 10 hours as stats increase. Enemy scaling based on time is ineffective, and there is no high-difficulty mode to make enemies threatening.
- Bosses are unfair and unbalanced (weight 0.55): Bosses and mini-bosses are either health sponges or one-shot machines, with many able to stunlock or kill the player instantly. The final boss Orochi has knockback that can cause infinite falling loops and requires overdamage rather than skill.
- Poor in-game tutorials and explanations (weight 0.53): The tutorial is terrible, unskippable, and fails to explain complex mechanics like combat skill combinations and attribute resistance. Players must rely on external guides or trial-and-error, and key information passes too quickly.
- Skill combinations are disappointing (weight 0.53): Skill freedom is lower than expected, with only specific combinations producing specific skills, and weak/strong attacks producing the same skill. Building long combos is counterproductive because hits knock enemies back, and many skills are useless.
- Steep early-game difficulty and confusion (weight 0.53): The early game is extremely difficult until players unlock HP upgrades or strengthen Susanoo, with fierce generals capable of instantly killing the player. Many players give up due to the lack of explanation, poor tutorials, and overwhelming enemy strength.
- Grinding is excessive and unfun (weight 0.42): The game requires a ton of grinding to unlock moves, upgrade skills, and acquire gear with specific attributes like Revive. End-game grinding is excessive and needed to beat the final boss, and weak enemies must be farmed for hours.
- Status effects and stunlock are frustrating (weight 0.41): Status effects like freeze, paralysis, burn, and poison inhibit movement and can chain indefinitely due to lack of invincibility frames after knockback. Players can get trapped in poison fields or killed from full health with no escape windows.
- Mini-games and puzzles are tedious (weight 0.39): Torii mini-games and shrine platforming puzzles are described as traps, torture, and sinister, often blocking progress for long periods. Block puzzles required for raising stats are boring, and unskippable animations ruin pacing.
- Performance, bugs, and stability issues (weight 0.33): The game suffers from game-breaking bugs that prevent completion, frequent soft locks, freezes, and poor optimization causing FPS drops in large fights. Some players report being unable to attack after entering a stage or getting stuck permanently.
- Audio and music are poor quality (weight 0.32): The music is a terrible imitation of old games with only 3-4 tracks that get tiring quickly. Sound effects are dangerously loud, with too many channels active causing overwhelming noise during combat.
- Lack of post-game and replayability (weight 0.3): Once the final boss is beaten, there is little left to do outside of achievements, and the game lacks replayability needed for a long roguelike experience. The roguelite elements are too shallow with only random maps and shops.
- Camera and field of view problems (weight 0.3): The camera is locked between top-down and 135-degree views, sometimes rotating too high or zooming in awkwardly. There is no FOV setting, and the narrow field of view makes off-screen ranged attacks and cramped spaces hard to see.
- Equipment and progression lost on death (weight 0.27): Dying in the field causes loss of all equipment and collected scrolls, forcing players to recollect everything. This penalty is exacerbated by the lack of permanent equipment storage and the high cost to unlock retrieval facilities.
- UI and menus are clunky (weight 0.25): The UI is not intuitive, menus are tedious and clunky, and the synthesis system screen causes operational mistakes. The HUD for selecting starting samurai sets feels clunky, and the hub adds needless downtime.
- Ranged combat is ineffective (weight 0.23): Long-range weapon attack power is too low, making them meaningless to use, and certain bosses are completely immune to ranged attacks. Target lock accuracy is poor and often locks onto random enemies or fails with slight height differences.
- Elemental attack system is restrictive (weight 0.2): Attacks can only accept one elemental attribute at a time, preventing combinations like freezing and burning enemies simultaneously. Ice does not guarantee freezing, and players can take damage from their own attack attributes without resistance gear.
- Terrain and collision glitches (weight 0.19): Players can get stuck between terrain, mid-air next to fences, or trapped by enemies while stuck. Keys can drop out of reach in the sky, and enemies can attack while the player is immobilized.

Gameplay feedback:
- Custom Moveset Creation System (weight 0.54): Players can create their own movesets by combining, mixing, and customizing combat techniques and skills. This system allows for near-infinite combinations and personalized playstyles.
- Action Roguelite Combat Loop (weight 0.41): The game is a fast-paced action roguelite with high replayability and frequent combat encounters. It emphasizes quick runs, enemy waves, and permanent progression.
- Character Unlock Progression (weight 0.3): Players can unlock a large roster of characters by defeating them on the battlefield and meeting specific conditions. There are 142 unlockable characters, each offering different playstyles.
- Scroll-Based Skill Acquisition (weight 0.27): Combat skills are obtained from scrolls dropped by defeated enemies, which can then be equipped and combined. This system ties skill progression to active combat.
- Deep Build Customization (weight 0.27): Players have extensive customization options for builds, including controls, armor, weapons, skills, and abilities. This allows for tailored gameplay experiences.
- Skill Combination and Stacking (weight 0.27): Skills can be combined, stacked, and composed into specific moves to increase strength. This allows for strategic depth in combat customization.
- Time-Based Enemy Scaling (weight 0.2): Enemy strength and count scale dynamically with time spent in a dungeon or in-game days, increasing difficulty as runs progress. This keeps challenges fresh and escalating.
- Scroll-Based Combo Editing (weight 0.17): Players can freely arrange scrolls to create custom combo sequences and modify skills. This scroll-based system is central to the game's combo creation.
- Boss and Commander Battles (weight 0.17): The game features main bosses, mini-bosses, and commanders to defeat, some of which may have unique mechanics. These encounters test player skill and progression.
- Melee and Ranged Builds (weight 0.17): The game offers distinct melee and ranged build types with different strengths and weaknesses. Weapon types are plentiful and change available actions.
- Armor and Equipment Swapping (weight 0.17): Players can switch armor pieces such as helmets and chest armor, and reforging equipment can transfer stats or upgrade gear. This adds flexibility to character builds.
- Torii Mini-Games Variety (weight 0.16): The game includes various Torii mini-games such as platforming, puzzles, box pushing, block stacking, and light reflection challenges. These provide optional diversions from combat.
- New Game Plus Replayability (weight 0.1): New Game+ allows players to replay from day 1 while carrying over equipment and abilities, adding long-term replay value. This mode encourages multiple playthroughs.
- Elemental and Attribute Effects (weight 0.1): Attributes such as fire, ice, lightning, multi-hit, range expansion, and defense breaking can be set on skills. These add elemental and tactical depth to combat.
- SP Resource Management (weight 0.1): Using combined skills consumes SP, and running out causes stun and prevents damage, dodge, or jump until it recovers. This adds a resource management layer to combat.
- Secret Weapon Combos (weight 0.1): Most weapons have secret move combos, such as alternating horizontal slashes with jump skills, often with unique animations. These reward experimentation.
- Ranged Immunity Challenges (weight 0.09): Some enemies, including certain bosses, are completely immune to ranged attacks, forcing players to adapt tactics. This creates strategic diversity.
- Level and Stage Structure (weight 0.09): The game is structured with levels and stages to clear, providing a clear progression path. Each stage likely presents distinct challenges and enemies.

Performance notes:
- Runs great on Steam Deck (weight 0.09): The game plays well on Steam Deck with smooth performance. It also consumes minimal PC resources, making it accessible on lower-end hardware.
- Poor performance in large fights (weight 0.06): Optimization is poor, with large mob fights causing FPS to drop to 20 or lower and long stutters. This severely impacts combat smoothness.
- Auto-save fails after soft lock (weight 0.06): After a soft lock, using alt+F4 and restarting places the player back on the same level without progress. The auto-save system fails to create a recovery point.
- Freeze during attack animation (weight 0.06): The game freezes when attacking after killing an enemy, requiring a restart to continue. This persistent bug interrupts gameplay flow.

Recommendations:
- Strong value and price praise (weight 0.85): Many reviewers highlight the low price as a major factor, describing the game as a steal or worth the money. The affordable cost makes it easy to recommend even with some flaws.
- Positive overall despite flaws (weight 0.71): Several reviewers would still recommend the game despite its flaws, indicating that the overall experience is enjoyable. They acknowledge issues but find it worth playing.
- Recommended for roguelite fans (weight 0.41): The game appeals to players who enjoy roguelites, especially those with repetitive or grindy elements and incremental mastery. Fans of the genre find it satisfying despite some limitations.
- Specific audience recommendations (weight 0.35): The game is recommended for very specific groups, such as fans of old school action games, Borderlands weapon hunting, or those who enjoy simple time-wasting games. It caters to niche tastes.
- Appeals to Sengoku and samurai fans (weight 0.21): Reviewers specifically recommend the game to fans of Sengoku warlords, Japanese history, and samurai-themed action. The setting and atmosphere are a major draw for this audience.
- Good for action hack-and-slash (weight 0.2): Players who enjoy fast, skill-driven action and mowing down enemies find the game worthwhile. It offers satisfying combat for fans of the genre.
- Challenging and punishing for some (weight 0.19): The game can be harsh for those without tolerance for losing equipment on death or who struggle with the early game. It requires perseverance and character strengthening to overcome tough fights.
- Customization and combination mechanics praised (weight 0.16): The game is recommended for players who enjoy customizing combat, trying new skill combinations, and building unique setups. The combo builder mechanics are highlighted as fun and unique.
- Negative due to poor customer service (weight 0.09): One reviewer cannot recommend the game in good conscience because of poor customer service, leading to a refund. This is a significant negative point for that individual.
- Relaxing and casual friendly (weight 0.09): Some reviewers find the game suitable for casual players seeking a relaxing action experience. It may be less satisfying for those wanting high difficulty.
- Retro and pixel art appeal (weight 0.09): The game's retro atmosphere and pixel art style are appealing to certain players. It is recommended for those who appreciate older aesthetics.
- Completionist and working adult friendly (weight 0.09): The game is recommended for completionists and working adults who enjoy ARPGs. It offers a satisfying progression for those with limited time.
- Co-op multiplayer requested (weight 0.05): One reviewer suggests that the game would be better with 4-player shared/splitscreen or online co-op with balancing. This feature is desired by some players.
- Guide recommended for skill mechanics (weight 0.05): Some players recommend looking up a guide to understand how skills work, indicating that the game's systems may be unclear. This can help new players get started.
- True ending requires googling (weight 0.05): After beating the game, one reviewer recommends googling the true ending. This suggests that the game's ending may be obscure or require external information.
- Metal Bringer recommended instead (weight 0.04): One reviewer recommends playing Metal Bringer instead of this game. This indicates a preference for an alternative title.

Other player notes:
- Low price point (weight 0.49): Many reviewers highlight the game's low price, noting it is sold inexpensively and offers good value for the content. The price is considered reasonable and a key strength.
- Compared to Dynasty Warriors (weight 0.41): Reviewers frequently compare the game to Dynasty Warriors and Samurai Warriors, noting similarities in action gameplay and character design. Some also mention it has more substance and less repetition.
- Retro pixel art style (weight 0.27): The game features a retro pixel art style reminiscent of PS1, Gameboy Advance, or Nintendo DS games. While nostalgic, some find it dated or not to everyone's taste.
- Draws from Japanese mythology (weight 0.26): The story is heavily inspired by Japanese mythology, particularly the legend of Susanoo slaying Yamata no Orochi, and incorporates Sengoku history and yokai. This blend provides a unique narrative framework.
- Comparisons to other games (weight 0.24): Reviewers compare the game to various other titles such as Hades, Risk of Rain, Monster Hunter, and Souls series, noting similarities in mechanics or overall feel. These comparisons highlight the game's inspirations and how it stands relative to others.
- Roguelike elements (weight 0.19): The game is often described as a roguelike or rogue-lite, with progression carrying over between runs. Some debate its classification, but it features typical roguelike mechanics.
- Compared to God Hand (weight 0.16): Reviewers draw parallels to God Hand, especially regarding the action and combo system. This comparison highlights the game's depth in combat mechanics.
- Grinding and item overflow (weight 0.15): Some players feel the grinding is short and that battle scrolls overflow easily, reducing the satisfaction of collecting. There is a desire for more attractive non-combat items to grind for and better storage options.
- Japanese-style game recommendation (weight 0.15): The game is recommended as one of the few Japanese-style games available, with a distinctive style. It is described as an overlooked indie gem.
- Lack of guides and wiki (weight 0.14): There is a lack of comprehensive guides or a good wiki for the game, which can make it harder for players to find help. Some community discussions and external guides exist but are limited.
- Small file size (weight 0.13): The game's small file size, ranging from around 200MB to 500MB, is noted positively. It makes the game easy to download and install.
- Compared to Brave Fencer Musashi (weight 0.13): Some reviewers compare the game to Brave Fencer Musashi, both visually and in gameplay, though expectations may not always be met. The game shares a similar retro action RPG feel.
- Publisher and developer info (weight 0.11): The game is developed by ALPHAWING Inc. and published by PLAYISM. The publisher's previous game had a store page mislabeled as a Roguelite, which is noted by some.
- Lacks Spanish translation (weight 0.04): At least one reviewer notes the absence of a Spanish translation, which could be a barrier for Spanish-speaking players. This is a localization gap.

Emotions:
- Frustration (weight 0.22): Players are frustrated by the lack of free saving, having to reconfigure controls repeatedly, and losing all actions and gear on death, which forces tedious rebuilding. Additional frustrations include unskippable tutorials, confusing mechanics with little guidance, bugs like freezing or soft locks, and poorly designed mini-games that interrupt combat.
- Disappointment (weight 0.15): Disappointment stems from the game's shallow roguelite elements, repetitive stages, and lack of post-game content, making it feel like a grind after the first playthrough. The combo system often devolves into tedious setup work rather than creative expression, and technical issues like frame drops and control problems further reduce enjoyment.
- Enjoyment (weight 0.11): Players enjoy the deep customization, particularly the ability to create custom movesets and combine skills in creative ways. The fun combat, buildcrafting, and experimenting with broken combos provide a strong sense of satisfaction and replayability.
- Excitement (weight 0.1): Excitement comes from the vast variety of skill combinations, equipment sets, and the potential for absurd, powerful combos. The rogue-lite 'just one more run' design and the discovery of endless depth in ability combinations keep players engaged and eager to experiment.
- Satisfaction (weight 0.1): Satisfaction is derived from mastering the systems, achieving power fantasy by melting enemies, and progressing through gear and skill upgrades. The responsive combat and the ability to go from basic attacks to complex combos provide a rewarding experience.
- Annoyance (weight 0.07): Annoyance is caused by poor audio design, including bad music and loud sound effects, as well as awkward button layouts and fixed skill assignments. Mini-games that interrupt combat flow and tedious re-equipping after death also contribute to irritation.
- Boredom (weight 0.02): Boredom arises from repetitive gameplay, lack of new content after the first playthrough, and boring block puzzles. Stages feel the same, and grinding without fun or challenging bullet-sponge bosses leads to a dull experience.
- Appreciation (weight 0.02): Appreciation is felt for the Japanese mythology background, historical figures, and faithful reproduction of armor and tactics. The game's high polish and charm, especially for a $10 title, along with its style and graphics, are highly praised.
- Joy (weight 0.02): Joy comes from the skill editing system and the freedom to customize devastating attacks using self-created combos. The process of playing and learning the game's systems brings happiness to players.
- Impressed (weight 0.02): Players are impressed by the game's creativity, extensive customization, and the brilliant combination of multiple game concepts. The high variety and fun gameplay stand out.
- Engagement (weight 0.02): Engagement is driven by the process of learning the systems and experimenting with each run, making 20 hours of gameplay feel fast. The replayable experience with meaningful progression keeps players invested.
- Enthusiasm (weight 0.02): Enthusiasm is fueled by the fast-paced roguelite action, crazy build options, and a large number of unlockable characters. The mix of hordes of enemies, build-your-own-moves, and rogue-like elements creates deep customization and fun.
- Nostalgia (weight 0.02): Nostalgia is evoked by the game's resemblance to childhood gaming experiences, particularly the 90s SFC-style Japanese fantasy atmosphere. Arcade-style controls and 8-bit music remind players of being a kid playing video games for the first time.
- Love (weight 0.02): Love for the game is expressed through enjoyment of progression, combo crafting, and character customization. The story and its mechanisms, along with simple and satisfying gameplay with an intuitive and creative combat system, are cherished.
- Interest (weight 0.01): Interest is sparked by the unique concept and ability to customize moves, as well as the visual resemblance to Brave Fencer Musashi. The core mechanic of combining skills to customize attacks and the presence of famous samurai enemies also draw players in.
- Addiction (weight 0.01): Addiction is caused by every run feeling different and the game pushing the player to beat all main bosses. The game's addictive nature keeps players coming back.
- Amusement (weight 0.01): Amusement is found in the game's dark humor and metaphor about society, as well as the humorous treatment of warlords being beaten and displayed. A boss resembling Oden from One Piece and the player's own elemental attacks affecting themselves also provide laughs.
- Confusion (weight 0.01): Confusion arises because the game is too confusing, with difficult-to-understand chain effects and optimal combinations. Players struggle to grasp the mechanics.
- Fun (weight 0.01): Fun is had in creating cool combinations with move sets and gear, experimenting and discovering moves, and engaging in creative combat and customization.
- Delight (weight 0.01): Delight comes from combining scrolls and checking how skills are modified, as well as collecting cute warlord gear designs.}