Info about Touhou Blooming Soul:

Official game description:
  
I. Introduction
---------------
This is a fast-paced side-scrolling action game with roguelite elements. Follow Hata no Kokoro as she explores and defeats enemies on the stage of Gensokyo.
The game contains many randomized elements such as items, skills and maps. Players can utilize a variety of different playstyles, making each run uniquely different from the last.
Ⅱ. Setting
----------
This is a game about loneliness, self-discovery, and peering into others' intense emotions.
Kokoro is a mask tsukumogami with many bottled up emotions, yet she cannot express these emotions herself. All living creatures experience joy, sorrow, anger and happiness. At the advice of a friend, Kokoro reflects on her life's journey.
Relive the battles she had once fought, her opponents' intense and passionate emotions, and take a peek into the mystery known as her "feelings"...
What are **tsukumogami**？
Tsukumogami are youkai born out of objects created or used by humans. Over many years, these objects gain sentience and gradually take on a human form.
Ⅲ. Core Gameplay
----------------
**1\. Roguelite Sidescrolling Dungeon Crawl**
An infinitely replayable roguelite where each run lasts around an hour!
The map is randomly generated at the start of each run. Clear levels at record speed as you relentlessly explore, learn, and master the game with your own touch of visual flair, just like the exploration in Dead Cells.
Battle against youkai and other magical creatures while exploring the map to obtain skills and items to make yourself stronger and create the perfect synergy tailor-made for your playstyle!
△ Brisk exploration and combat.  
Naturally, seasoned players can also ignore skills and items entirely, relying only on sheer mastery over the controls to overcome enemies.
At the end of the map will be a powerful boss where you can put all you've learned to use!
△ Engage in thrilling and exciting boss battles.  
**2\. The Four Emotions**  
Kokoro possesses four core emotions: Joy, Anger, Sorrow and Happiness, which she can freely swap between during battle. Switching emotions completely changes your attributes, abilities and fighting style!  
△ **喜**. Joy—magic. Outputs a constant stream of powerful magic attacks, supported by a bigger mana pool and wider access to passive MP recovery.  
△ **怒**. Anger—close-combat. Keep up the pressure and deal exponentially more damage by stacking passive damage buffs! The bigger they come, the quicker they fall!  
△ **哀**. Sorrow—survivability. Comes with a shield for soaking damage, but can also be turned off to unleash devastating abilities. The best offense is a good defense!  
△ **乐**. Happiness—anti-armor. Possesses high armor-piercing capabilities as well as massive increase to certain stats, perfect for dodging and weaving through enemies.  
We also have a "null" emotion which does not provide any buffs. This is a hidden mechanic reserved for expert players that desire these restrictions for an even bigger challenge!
**3\. Items & Set Effects**  
As you explore levels, you'll randomly come across different items which can strengthen your emotions or basic attributes, allowing you to customize and curate your build just the way you like it.
There will be many opportunities to obtain items as you go through the map.
In addition to empowering your character, items also allow you to access a wider variety of options to use in movement and combat. You can plan out your build in advance or improvise depending on what you get in the early game.
Create your own style, whether it's brute forcing, outmaneuvering, or gracefully avoiding enemies.
△ Items will have randomized attributes and emotions.  
Furthermore, collecting 3, 6 or 10 items belonging to the same emotion will activate a powerful set effect!
Activating a set effect powers up your character across the board, meaning you can reap its benefits regardless of your playstyle!
△ Item counter glows when enough corresponding items are collected  
**4\. Spectacular Emotion Skills!**  
Aside from items, you will also gain skills for the character you're playing as!
Skills directly increase your character's combat abilities, as well as opening up new options and adding a touch of visual flair! Knowing how to employ your repertoire of skills will not only make the game easier, it's also the best gateway into crazy combos for those who love to challenge themselves!
△ Plan out how to use your skills for maximum mind-blowing combos!  
**5\. Bosses Become Playable!**  
Surprise! Kokoro isn't the only playable character in this game! She is the main character—the one whom the story is told through—but there's no reason the other bosses can't be the main character themselves! Unlock these bosses by meeting certain conditions to play as them!
Items affect bosses the same way they do Kokoro, but bosses have their own unique moveset and skills! Each boss also functions differently, so if you ever get tired of playing as Kokoro, you can swap to a boss to keep things fresh!
Kokoro's most mesmerizing combos can just as well be performed by the bosses! Experimenting with each boss adds a whole new dimension to the game's replayability...
△ Mokou unlocked as a playable character after meeting the conditions! Featuring a completely different moveset for an all-new experience even after clearing the game!  
**6\. Don't Forget The Collection**  
Items, skills, monster info, boss entries, music room... everything is there to collect to your heart's content! Also, it's a Steam game, so achievements are a must!
We've also ensured that these achievements are reasonably designed and require absolutely NO DLC to complete! Say no to disgusting achievements!
△ An abundance of unique items for you to collect!  
△ A plethora of skills ensures every emotion is viable.  
△ A sleek compendium for each boss. The strong deserve to be remembered.  
△ A peculiar compendium of strange and peculiar enemies.  
△ Listen to unlocked songs as many times as you want within the game, and even set them as the town's theme.  
△ Revisit the game's stories and events in the album.  
Ⅳ. Why Should I Buy This Game?
------------------------------
**1\. Exquisite Pixel Art Visuals**  
The game is packed to the brim with top-notch pixel art. Feast your eyes on countless meticulously crafted illustrations, backgrounds, UI, and visual effects.
Every scene in the game is a visual spectacle from start to end.
△Breathtaking visuals.  
△ Powerful bosses oozing with personality.  
**2\. Fast-Paced Dead Cells-esque Action**  
Fast and smooth gameplay, tons of item synergies, beautiful yet versatile skills, as well as powerful and imposing bosses to fight. A fully fledged roguelite in a small package.
Each run only takes around an hour, so you'll be feeling engaged throughout. Run after run, you'll have played for the entire day without knowing.
△ Unlock chests that grant powerful effects  
△ Quintessential roguelike "pick one" choice.  
△ Quintessential roguelike "pick one" choice.  
△ The occasional traveling merchant.  
△ Challenge rooms that reward you based on your score.  
△ The camp at the end of every chapter where you can rest and replenish.  
**3\. Accessible to Players of All Skill Levels**  
**_"Action games? But I suck at action games. I should play something else."_**
If you're new to action games, you may pass up on it out of fear that it may be too difficult. This is why we've taken steps to ensure that there is a difficulty suitable for everyone, such as turning on "infinite revives" to never worry about Game Overs ever again. All you need is patience to beat the game, and once you've accumulated enough experience, you can challenge even greater heights! No need to worry about penalties when dying!
△ Choosing to play on low difficulty gives you by default an item that grants infinite revives. Nothing can stop you from finishing the game!  
△ Immediately come back with full health after taking too much damage!  
**_"Oh, another action game. What does this game have for it in such a saturated medium?"_**
If you've played your share of action games, it's natural to consider how fleshed out a combat system is, or if you can turn off certain options to make the game harder. We've taken all of this into consideration!
Firstly, there are many combinations of items and skills which you can use to execute a myriad of stylish combos or push the system to its limit by chaining as many moves together as possible. All it takes is skill, creativity, and the game is your oyster!
You can also choose to disable emotions, items and/or skills, increasing the difficulty of the game and using nothing but raw skill to progress!
△ Through planning and practice, skilled players can unleash devastating and stunning combos!  
**4\. Impeccable Sound and Music**  
Music has always been something we're confident in, and we stand by our dedication to provide the most exciting, passionate and emotional melodies. Whether you're moving about or duking it out with a boss, there'll always be a harmonious melody to accompany you, immersing you in the emotions of the game's characters.
We're confident that our music will become a regular part of your playlist, and we've also provided a music room for you to enjoy the soundtracks in-game.
**5\. Our Flawless Track Record**  
We already have a sizable list of games, some better than others, but we've never left a game abandoned before!
We started making games in 2018, and in these seven years, we've sold 5 games and many DLCs. All of them either complete start to finish or still under development. We also actively interact with our community on social media and gather feedback from them. By maintaining close relations with our player-base, we've created many games, and we believe that your support will improve our game! Of course, even if you decide to not support us, we'll still finish the game all the same. Regardless of how the game sells, we promise to develop the game until it is completely done!
△ Our past games. Some better than others, but we've never once left one abandoned or unfinished.  
Many more surprises await inside the game for you to discover...
We put all our heart into this game, and we're sure that you won't regret buying it.
Witness the journey of each character, understand their stories, and leave behind memories.
A Touhou story told through the lens of Kokoro, and a story that belongs only to you, the player.
Dichroic Purpilion (二色幽紫蝶)

Release date: Jan 30, 2026

Categories: Roguelike, 2D Platformer, Metroidvania, Boss Rush, Character Progression, Procedural Generation, Skill Tree Progression System, Single-player

Feature scans:
- Proton/Linux: score 10; verdict: Works Well; summary: Based on the available evidence, the game works well on Linux with Proton Experimental. No Linux-specific issues were reported.
- Steam Deck: score 70; verdict: Broken; summary: The game suffers from a critical launch bug that prevents overseas players from entering (black screen after Unity logo), along with UI readability issues (small text, unclear icons) and occasional performance stutter/crashes. These factors place it in the 'Broken' category, as the game simply won't launch for some users and requires significant tinkering for others.

- Hardware Profile:
  - Summary: Lower VRAM configurations (under 8GB) struggle with performance and optimization, while 8-11GB VRAM setups deliver a smooth and satisfying experience.
  - Sample size: 39 (4% coverage)
  - Audience skew: Review sample is mostly Windows-based.
  - Windows <8GB VRAM (negative, 19 reports): Players with less than 8GB VRAM report performance issues and recommend waiting for optimization before purchasing.
  - Windows 8-11GB VRAM (positive, 6 reports): Players with 8-11GB VRAM report fluid gameplay and satisfying hit feedback.
  - Caveats: 39 of 999 reviews expose hardware metadata.; Review sample is mostly Windows-based.
Feature extractions:
- Community Price:
  - Community fair range: $5.00 - $10.00
  - Reasoning: Multiple reviews explicitly state the current price (around $4-5 USD) is a 'steal', 'unbelievably cheap', and offers great value. No review suggests the price is too high; instead, the community consistently praises the low cost relative to quality. This indicates the fair base-game price could be higher than the current price, but still within a range that maintains the perception of good value. The evidence supports a range of $5 to $10 USD, where $5 is the current price considered very cheap, and $10 is a reasonable upper bound that would still be seen as fair given the positive sentiment.
- Playtime Metrics:
  - Game completion: 8.5h
  - Story completion: 2.0h
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: Story/campaign completion: multiple reviews state the EA version can be finished in about 2 hours (e.g., “总流程稍短大致两小时能够结束”). Session length: one review explicitly says each run takes about 45 minutes (“目前游戏只有两章，游戏时长大概在45分钟左右”), which is the typical single-session duration. Game completion: an English review reports seeing almost everything in 8.5 hours, and another mentions 5+ hours for nearly all content, so 8.5 hours is a reasonable estimate for full completion of the current EA content. Endgame: no clear total endgame hours are reported; the only mention is that a high-cycle run exceeds 2 hours, but this is a single-session metric, not total endgame playtime, so endgame is set to null.
- Time-to-fun:
  - Summary: The game has an initial learning curve with clunky controls and visual noise, but becomes highly addictive after about an hour of play, especially once players get used to the controls and start building synergies.
  - Stance: Clicks after
  - Anchor: After getting familiar with controls and investing time
  - Time to anchor: N/A
  - Friction: unclear boss tells and visual noise; clunky controls initially; lack of hit feedback; UI issues (dice prompt); keyboard/mouse adaptation issues; low replayability and randomness in early access
  - Unlock drivers: getting familiar with controls; investing time; building a strong build
  - Conditions: playing in short sessions; using easy mode; building a synergistic build
- Player Archetypes:
  - Touhou Franchise Fan (buy)
    - Motivation: Love for Touhou characters, music, and lore.
    - Playstyle: Enjoys exploring the world, collecting characters, and experiencing the story; may not be overly critical of gameplay.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: 车万人; 东方粉丝; Touhou fan
    - Reference games: 东方夜雀食堂; 东方华彩乱战
  - Action Roguelite Enthusiast (sale)
    - Motivation: Build variety, combat depth, and replayability.
    - Playstyle: Focuses on optimizing builds, switching emotional states, and mastering combat; seeks replayability through procedural elements.
    - Experience: familiar
    - Purchase stance: sale
    - Labels: 肉鸽爱好者; roguelite player; action game fan
    - Reference games: 死亡细胞; 苍翼混沌; Hades
  - Casual Newcomer (buy)
    - Motivation: Relaxation, easy difficulty, and fun without stress.
    - Playstyle: Uses easy mode, relies on shield/healing emotions, explores casually without pressure.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: 休闲玩家; 游戏苦手; casual gamer
    - Reference games: N/A
  - Veteran Mechanics Critic (deep sale)
    - Motivation: Deep combat mechanics, tight controls, and high skill ceiling.
    - Playstyle: Analyzes hitstop, animation, input lag; seeks advanced techniques and tight controls; critical of current combat feel.
    - Experience: veteran
    - Purchase stance: deep sale
    - Labels: ACT老玩家; 老ass; veteran action gamer
    - Reference games: 鬼泣; 仁王; 忍者龙剑传; 死亡细胞


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:
- Gorgeous art direction (weight 0.35): The art is consistently praised as gorgeous, amazing, and detailed, with reviewers emphasizing its beauty and quality.
- Highly addictive and fun (weight 0.31): The game is described as incredibly fun, addictive, and absorbing, offering great value and enjoyment.
- Engaging emotion system (weight 0.31): The emotion system with four modes (Joy, Anger, Sorrow, Fun) is well-designed, fun, and varies playstyle, making it a standout feature.
- Pleasant music and sound (weight 0.27): The music is good, beautiful, and fits scenes well, enhancing the overall experience without being grating.
- Rich Touhou lore experience (weight 0.17): The game is appreciated for its faithful Touhou references, lore, and character portrayals, resonating well with fans.
- Excellent value for price (weight 0.16): Many reviewers find the price very reasonable and the game affordable, providing great quality for the cost.
- Entertaining boss fights (weight 0.15): Boss fights are well-designed, challenging, and visually impressive, serving as a highlight of the game.
- Strong Mokou character (weight 0.12): Mokou is a powerful and fun playable character with well-designed moves, central to the game experience.

Common complaints:
- Insufficient game content (weight 0.38): Multiple clusters (1, 7, 8, 9) indicate that the Early Access version offers only 2 chapters with about 5 hours of gameplay, which players find too little for a full experience. The content feels unfinished and lacking in richness.
- Weak hit feedback (weight 0.26): Clusters 2, 13, and 17 consistently report poor hit feedback, with impacts feeling light or non-existent. The combat lacks satisfying impact, making it less engaging.
- Awkward default controls (weight 0.17): Clusters 5 and 10 mention that default controller keybindings are unintuitive and clunky, especially for actions like charging and jumping. Controls feel stiff on both controller and keyboard.
- Emotion system lacks incentive (weight 0.16): Clusters 11 and 14 indicate that the emotion switching system feels useless or unrewarding, with no synergy between emotions. Players see little reason to switch except for shields.
- Unclear boss telegraphs (weight 0.13): Clusters 15 and 19 report that boss attack telegraphs are hard to see due to flashy effects or poor design, making it difficult to react properly.
- Inadequate tutorials (weight 0.12): Cluster 3 highlights that tutorials are insufficient, often missed or failing to explain core mechanics properly. This leaves players confused about key systems.
- Low difficulty level (weight 0.1): Cluster 4 notes that Normal difficulty is too easy, with no harder options to challenge players after mastering basics. The game lacks suitable challenge progression.
- Charge attack issues (weight 0.1): Cluster 6 describes charge attacks as tedious due to holding buttons, causing awkwardness in jump and dodge. They also lack impact and useful animation variety.
- Qin Xin moveset problems (weight 0.07): Cluster 16 highlights that Qin Xin's moveset is too limited, with few normal attacks and the same moves across emotions, leading to repetitive gameplay.

Gameplay feedback:
- Roguelike core structure (weight 0.46): The game is consistently described as a 2D side-scrolling roguelike with procedural items, skills, and map exploration, similar to Dead Cells and Skul. Clusters highlight roguelike decision-making and out-of-run growth systems.
- Emotion system defines playstyles (weight 0.43): The emotion system with four states (Joy, Anger, Sorrow, Pleasure) is frequently praised for providing distinct combat roles and skill sets, allowing flexible playstyles. Multiple clusters emphasize switching between these modes.
- Boss fights with phases (weight 0.2): Players highlight boss encounters with varied attacks, stage transitions, spell cards, and multiple phases that require learning attack patterns. This is a core positive feature of the game.
- Metroidvania elements present (weight 0.15): Players note metroidvania-style exploration and fixed maps, though some debate randomization. This adds depth to the roguelike structure.
- Basic and heavy attacks (weight 0.08): Combat includes light and heavy attacks with charge mechanics. Some players feel the heavy attack is overshadowed by skills and light attacks.
- Item set bonuses (weight 0.07): Equipment sets provide bonuses at thresholds (3/6/10 items), adding strategic depth to item collection and builds.
- Multiple playable characters (weight 0.07): The game features multiple playable characters with different playstyles, increasing replayability.
- Five emotion modes detailed (weight 0.07): Some clusters specify five emotion modes including 'None', each with unique attack patterns and initial items (e.g., spirit gain, shield, faster charge).
- Boss rush modes (weight 0.07): Boss rush and boss rogue modes are available, offering focused boss challenges beyond the main campaign.

Performance notes:
- Performance issues across platforms (weight 0.26): Multiple reports indicate performance problems on various systems, including macOS, Steam Deck, and high-end PCs. Specific issues include stuttering, frame drops, and crashes, with some users citing optimization needs.
- Optimization needs improvement (weight 0.09): Many users note that while optimization is acceptable for early access, significant improvements are expected. Some systems like Unity town experience heaviness, and slow motion can reduce frame rate.
- Stuttering and frame rate issues (weight 0.09): Players encounter occasional stuttering requiring restarts, especially on Macs with many special effects or on ultrawide screens. Uncapped FPS doesn't improve visuals due to low animation frame rate.
- Game crashes and black screens (weight 0.08): Several users report crashes, including boss rush crashes, random crashes, and black screens on startup or due to missing language packs. One user fixed the black screen by changing the region to Chinese.
- Controller compatibility problems on Mac (weight 0.02): Xbox and PS5 controllers do not work on Mac, indicating a platform-specific bug that needs addressing.

Recommendations:
- Recommended for Touhou fans (weight 0.36): Multiple reviewers highlight the game as a must-try for Touhou Project enthusiasts, noting its strong fan service and welcoming nature for both newcomers and veterans.
- Suitable for genre newcomers (weight 0.32): The game is praised as an accessible entry point for action roguelike beginners and casual players, with scalable difficulty accommodating both new and hardcore players.
- Great value for price (weight 0.2): Many players emphasize the game's excellent value, especially at low price points like under $6, with several saying it's a steal and well worth the cost.
- Comparable to similar games (weight 0.14): The game is likened favorably to titles like Dead Cells for its action roguelite elements, though some note it may not satisfy fans expecting a direct clone.
- Not recommended in Early Access (weight 0.12): A few reviewers caution against buying now due to low completeness and missing features, recommending waiting for updates or full release for better content and optimization.

Other player notes:
- Steam Points Shop assets (weight 0.03): Add game-related assets to the Steam Points Shop, which would enhance community engagement and provide cosmetic rewards for players.
- Custom music in levels (weight 0.03): Allow players to play their own music during levels, as it would increase replayability and personalization of the game experience.
- Add character Izayoi (weight 0.03): Introduce the character 'Izayoi' as a playable or unlockable option, likely expanding the roster and catering to fan expectations.

Emotions:
- Frustration (weight 0.23): Players are frustrated by numerous control issues, including awkward default keybindings, unresponsive movement, and poor hit feedback. The game also suffers from repetitive maps, imbalanced combat, and a lack of content, with many mechanics feeling shallow or unrewarding. Technical problems like crashes and translation bugs further compound the negative experience.
- Disappointment (weight 0.13): Disappointment stems from the game's lack of content, with many players citing short length, few maps and enemies, and an unfinished feel. The combat and emotion systems are criticized for being shallow and lacking synergy, while the story is seen as underdeveloped. Overall, the game fails to meet expectations set by its art and genre.
- Satisfaction (weight 0.1): Satisfaction is driven by the game's high-quality pixel art, cute character designs, and enjoyable music. Players appreciate the combat feel, especially after patches, and find the game offers good value for its price. The developer's responsiveness to feedback and the inclusion of beginner-friendly features also contribute to positive sentiment.
- Anticipation (weight 0.09): Anticipation is fueled by hopes for future content updates, including more stages, characters, and a hard mode. Players see potential in the early access game and look forward to the full release and DLC. The emotion system's potential and planned features like animation skip also generate excitement for what's to come.
- Enjoyment (weight 0.08): Enjoyment comes from the game's smooth pixel movement, fun combat, and beautiful art and CG. Players find the roguelite system engaging, with varied builds and addictive gameplay. The inclusion of favorite characters and a relaxing atmosphere further enhances the positive experience.
- Hope (weight 0.05): Hope is based on the game's potential for improvement through early access updates. Players trust the developer's dedication and history of long-term support, expecting refinements in optimization, content, and balance. The desire for more playable characters and features like a boss guide reflects optimism for the game's future.
- Excitement (weight 0.04): Excitement is sparked by the game's phenomenal art, music, and story, as well as the anticipation of future content. Players enjoy discovering satisfying combat tactics, powerful combos, and the emotion system's depth. The game's ability to exceed expectations and provide a fresh roguelike experience for Touhou fans generates strong enthusiasm.
- Appreciation (weight 0.04): Appreciation is expressed for the game's beautiful pixel art, music, and character designs. Players value the developer's responsiveness to feedback and the inclusion of quality-of-life features. The balanced difficulty and freedom in skill selection are also praised, along with the overall polish of the game.
- Admiration (weight 0.03): Admiration is directed at the game's exquisite pixel art, CG, and animations. Players are impressed by the quality of the story, music, and combat, as well as the detailed map design. The appealing character designs and strong visual presentation are frequently highlighted as standout elements.
- Concern (weight 0.02): Concerns focus on balance issues, such as difficulty being too low and certain emotions or characters being overpowered. Technical problems like key rebinding bugs and hidden boss animations also worry players. The potential for healing mechanics to be locked behind collaboration and monotonous BGM add to the unease.
- Confusion (weight 0.01): Confusion arises from unclear UI interactions, such as conflicting button prompts and a lack of guidance for the emotion system. Players are puzzled by unexplained mechanics like aerial attack behavior and skill effects. Rushed explanations and the inability to check features mid-game further contribute to the confusion.
- Joy (weight 0.01): Joy is derived from playing unlockable characters like Mokou with fun moves and enjoying the game's combat and frequent updates. The accessible combat allows for power fantasy, and the game's expansion potential and easter eggs bring delight. The simple pleasure of making a fumo spin also adds to the joy.
- Boredom (weight 0.01): Boredom sets in due to repetitive maps and bosses, as well as combat that becomes monotonous over time. The game's low difficulty and lack of variety lead to a sense of tedium, especially after several hours of play. Mid-level sections are described as monotonous, and the grind for completion feels repetitive.
- Desire (weight 0.01): Desire is expressed for more content, including side quests, advanced combat mechanics, and specific boss designs. Players want UI convenience improvements and future updates, as well as more easter eggs and idle animations. The wish for additional content and updates reflects a strong engagement with the game's potential.
- Impatience (weight 0.01): Impatience is caused by slow map running speed when no enemies are present and the overall lack of content in the early access version. Players are eager for Chapter 3 and more substantial updates, feeling that the current EA version is too sparse. The desire for more content drives a sense of urgency.
- Happiness (weight 0.01): Happiness comes from the great music and Touhou theme, which resonate with fans. Players enjoy the game's art and animation, and the quality of the fan game brings satisfaction. The overall positive experience of playing a well-crafted Touhou title contributes to the happiness.
- Annoyance (weight 0.01): Annoyance is triggered by excessive gold coins, unusable default keybindings, and unclear controls that lack long-press indicators. The lack of health potions and overpowered enemy attacks force reliance on the ai mood, which feels unbalanced. These issues disrupt the gameplay flow and cause irritation.
- Approval (weight 0.01): Approval is given for the great English translation, which makes the game accessible. Players also approve of the gameplay being good and appropriately difficult, with Mokou as a central character. The overall quality of the game meets or exceeds expectations in these areas.
- Interest (weight 0.01): Interest is piqued by the emotion mechanic and the detailed analysis of game systems. The combat system is attractive enough to make players want to play despite language issues. The potential for deep gameplay and unique mechanics draws curiosity and engagement.
- Anger (weight 0.01): Anger is directed at the language barrier, which frustrates non-English speakers. Players are also angry that the game copies other titles poorly and fails to create its own identity. Illogical interface design further fuels the anger, making the game feel unpolished and derivative.}