Info about Shadowed: The Demon Castle of Ooe:

Official game description:
Blending elements both old and new, Shadowed: the Demon Castle of Ooe is a unique medieval Japanese take on the tradition of games like Angband and Nethack. The basics of Shadowed are simple, but the resource management, build decisions, and brutal status effects are not. With unique enemies and costly abilities, Shadowed aims to provide a tactical experience, rather than one based purely on game knowledge.
Exiled from the Japanese imperial city, your character is on a one-way trip to "scout" a demonic castle. The legendary demon Shuten-Doji surely must have died centuries ago, and yet somehow, the Ooe mountain once again runs red with blood. Go forth to the castle, and wash clean your dishonor with death. No matter your prowess, a lowborn warrior such as you could never actually hope to prevail... Or so the imperial court thinks.
Shadowed: the Demon Castle of Ooe features:
*   **Long-term decision making:** Everything you do ticks up your fatigue, which you can only wash away after defeating bosses on certain levels. Every character has access to unique and powerful weapon techniques and class spells, but use them too liberally, and you may not last.
*   **Interesting levels:** With over 4 groundbreaking level generation algorithms, unique roguelite-style events with choices, and special features like optional one-way teleports and center vaults, exploration in Shadowed is always varied and rewarding. Stairs are placed in roughly the opposite side of where you spawn, so you always have a rough idea of where to go, or what to avoid if you wish to explore everything with minimal backtracking.
*   **Deadly enemies:** Large emphasis has been placed on giving enemies unique abilities, strengths, weaknesses, and counterplay. Prepare resistances for some, debilitate others with statuses, avoid melee combat or ranged fights... Almost every enemy in Shadowed is a special creature based on Japanese myth, and many have devastating tricks up their sleeves.
*   **Builds and upgrades:** Shadowed has a unique stat system with five stats(Strength, Agility, Precision, Spirit, and Cunning) that all have some usefulness for every class. With over 240 perks, many synergies are possible with things like stealth kills, weapon techniques, status effects, class mechanics, summons and much more.
*   **Symmetrical status effects:** Shadowed has five elements and many impactful statuses, ranging from poison to immolation to berserk to charm. Both the player and enemies can be affected by all of them, enemies often have crippling elemental weaknesses, and many can be permanently charmed to the player's side and controlled as allies.
*   **Stealth gameplay:** Sneaking past enemies can give more EXP than defeating them, but you won't get their loot. Stealth has many features like stealth stats, sound investigation, vision cones, sneak attacks, predictable movement patterns; and you can always see which direction an enemy is facing, as well as where they will face next.
*   **No gotchas:** RNG is always a factor in roguelikes, but in Shadowed, you may examine an enemy to see what it is capable of, any time you like. You always know exactly how far away bosses/rests are, and the level exits are always placed in a consistent pattern.
*   **Preparation systems:** Shadowed has an item preparation system that lets you prepare items to use instantly, but punishes you for using them from the bag. Scout well, be prepared for most situations in general, or run the risk of fumbling for what you need most.
*   **Strong class fantas**y: Ninjas can sneak attack, hide, use weapon poisons, shuriken, kunai, bombs, special ninpo spells, and more. The Ronin is a juggernaut capable of unleashing huge attacks as he builds up his ki through fighting. The Onmyoji prepares spells to be used between levels, relying on knowledge, divination, and elemental fury to survive.  Shadowed exists to be a more flavorful and in-depth exploration of oriental classes, rather than them being a tacked-on afterthought.
*   **Immersion:** Sound, music, graphics, and event descriptions all come together to create a very immersive experience for those with a little imagination.
Note: "Ooe" is pronounced "Oh-eh". Shadowed is available in both English and (coming soon)Japanese.

Release date: Aug 16, 2025

Categories: Roguelike, Stealth Gameplay, Traditional Roguelike, Procedural Generation, Character Progression, Resource Management, Japanese Mythology, Turn-based Combat


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The evidence provides total playtime at various points (2, 3, 7, 8 hours) but none indicate the time to complete the game, story completion, a single session length, or endgame content. The only completion mention is a Japanese review stating 'first clear' without specifying hours. Therefore, all playtime metrics are null.
- Time-to-fun:
  - Summary: The game is enjoyable from the very beginning, with a tough learning curve and bare-bones UI, but the tutorial and help pages aid understanding, and players become more proficient after a few runs.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: tough learning curve; bare-bones interfaces; time required to read help pages
  - Unlock drivers: tutorial; help pages; familiarity from repeated runs
  - Conditions: must play the tutorial; willingness to read help pages; tolerance for a tough learning curve
- Player Archetypes:
  - Traditional Roguelike Veterans (buy)
    - Motivation: To experience a fresh twist on the traditional roguelike formula with a unique stealth focus and multiple playstyles.
    - Playstyle: They experiment with different classes and builds, often favoring stealth but also exploring minions, traps, and prepared spells.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Sil-Q; Cogmind; Infra Arcana; Tenchu 2
  - Japan Setting Enthusiasts (buy)
    - Motivation: To experience a roguelike set in Japan with familiar cultural references and deep character building.
    - Playstyle: They likely enjoy exploring the game's systems and may use stealth or combat, but the setting is the main draw.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Stealth Enthusiasts (buy)
    - Motivation: To enjoy a stealth-focused roguelike where avoiding combat is rewarded and multiple playstyles are possible.
    - Playstyle: They play as the shinobi class, sneak past enemies, and try to minimize combat to gain XP and score.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Disappointed Veterans (no buy)
    - Motivation: They are motivated by a desire for a polished, feature-complete roguelike, and are disappointed by the game's shortcomings.
    - Playstyle: They likely try different classes and playstyles but are frustrated by the limitations and bugs.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: Rift wizards


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:
- Great aesthetics and vibes (weight 0.59): The game's aesthetic, atmosphere, and vibes are highly praised, with a Japanese setting featuring yokai and historical figures. The visual style, sound design, and music contribute to an immersive and pleasant experience.
- Stealth rewarded with XP (weight 0.55): Sneaking past enemies and scouting floors grants bonus experience, reinforcing the ninja identity and encouraging a pacifist playstyle. This system is praised for rewarding non-combat approaches and adding depth.
- Diverse playstyles available (weight 0.51): Players appreciate the multiple playstyles, including minions, traps, prepared spells, and warrior builds, which allow for varied strategic approaches. The abundance of classes, skills, and items supports wide character customization.
- Deep and complex systems (weight 0.51): The game offers deep, complex, and unique systems with high replay value. Players appreciate the tactical combat, resource management, and the satisfaction of learning and mastering the mechanics.
- Stealth mechanics are excellent (weight 0.45): The stealth-focused gameplay is a standout feature, with players noting it is interesting, well done, and crucial to the experience. The unique emphasis on stealth sets it apart from other roguelikes.
- Great enemy design (weight 0.44): Enemies are well-designed with enjoyable descriptions, diverse strengths and weaknesses, and observable behavior. The yokai-themed enemies add to the game's charm and depth.
- Masterpiece traditional roguelike (weight 0.41): Players consistently praise the game as a masterpiece that captures the essence of traditional roguelikes while introducing fresh mechanical twists. It is considered the best new traditional roguelike in a while, with a classic style and rich vision.
- Well-crafted and polished (weight 0.35): The game is described as well put together, refreshing, and well thought out, with a good balance and preparation paying off. It feels great and is a good example of the whole being greater than the sum of its parts.
- Excellent tutorial and help (weight 0.35): The tutorial is highly recommended and the help menu contains extensive, detailed information about game mechanics. Players find the documentation clear and helpful, with no need for external wikis.
- Unique setting and theme (weight 0.34): The Japanese setting with yokai and historical figures is unique and well-executed, with creators showing deep knowledge of Japan. This theme is a major draw for players.
- Fun and enjoyable (weight 0.34): Overall, the game is described as fun, super rad, and recommended. Players find it an enjoyable and worthwhile experience.
- Excellent sound design (weight 0.29): The sound design is amazing, with minimalist music that works well as background and a well-fitting soundscape. Audio contributes significantly to the atmosphere.
- Unique mechanics and innovations (weight 0.29): The game introduces unique mechanics like prepared items, fatigue instead of hunger, and a stealth-focused experience system. These innovations are praised for refreshing the genre.
- Feels like a ninja (weight 0.27): The game successfully sells the ninja fantasy through stealth mechanics, directional vision, and enemy facing directions. Players feel like a ninja, with sneaking and backstabbing being core to the experience.
- Challenging but fair (weight 0.25): The game is challenging but fair, with tactical combat that doesn't feel cheap. Players enjoy the learning curve and the satisfaction of overcoming tough encounters.
- Active and responsive developer (weight 0.22): The developer is praised for quickly fixing bugs, adding features, and listening to community feedback. This ongoing support enhances the game's quality and player trust.
- High replay value (weight 0.13): Procedural generation, random events, and diverse builds ensure every playthrough feels different. The game offers abundant replay value and engaging floors.

Common complaints:
- Keybinding issues and poor mouse support (weight 0.44): Players report problems with keybindings, including inability to unassign or overwrite keys, and broken mouse support for targeting and inventory. This makes controls frustrating.
- Class balance and playstyle issues (weight 0.31): Classes are perceived as unbalanced, with each class favoring one playstyle and others being weaker. Specific classes like stance-based monks and Kurasagami are called out as poorly designed.
- UI is unintuitive and cluttered (weight 0.28): The UI is criticized for being unintuitive, with options buried in menus and lacking customization. This hampers player experience and accessibility.
- Lack of quality-of-life features (weight 0.27): The game lacks essential quality-of-life features like autoexplore, right-click actions, and damage previews, making gameplay more tedious and less accessible.
- Bugs and glitches present (weight 0.26): Players report various bugs and glitches, including significant issues with the Kamikui class and performance problems with many allies. This is expected in early access but still impacts experience.
- Overwhelming information and tedious reading (weight 0.24): Players find the amount of information presented at the start overwhelming and tedious, with long reading times for tutorials and help menus. This is a common complaint across multiple clusters.
- Combat feels slow and frustrating (weight 0.18): Combat is criticized for being too slow-paced, with enemies dodging or blocking frequently, leading to drawn-out fights. This is especially problematic in early areas.
- Difficulty spikes and unbalanced progression (weight 0.18): The game feels unbalanced at times, with difficulty spikes and a recent update making it an elitist puzzle game about min-maxing. This alienates casual players.
- Ascension and achievements poorly received (weight 0.16): The latest update's achievements and ascension system are seen as useless and unbalanced, catering to elitist players rather than providing meaningful content.
- Lack of controller and resolution options (weight 0.13): The game lacks native controller support and has only two resolution options, both with issues: tiny text or cut-off screen. This limits accessibility.
- Text size and readability problems (weight 0.13): Text is often too small, and the rule book in black and white hurts eyes. This makes reading information difficult and uncomfortable.
- Translation and language issues (weight 0.13): Some parts of the game remain in English even after changing language, including tutorial and status effect text. This affects non-English players.
- Character control and selection issues (weight 0.12): Players find it difficult to have full control over the selected character, and it took hours to figure out basic actions like ranged attacks.
- Music and visual variety lacking (weight 0.12): The music is absent most of the time, and all characters look the same, reducing immersion and visual appeal.
- Early access content missing (weight 0.07): As an early access game, some content like art for events and secondary mechanics are missing, which is noted but not heavily criticized.

Gameplay feedback:
- Traditional roguelike with stealth (weight 0.94): The game is consistently described as a traditional roguelike with a strong emphasis on stealth mechanics. It combines classic roguelike minimalism with stealth-focused gameplay, featuring a ninja character and elements like hiding in shadows, weapon techniques, and magic skills.
- Diverse playstyles and classes (weight 0.39): The game offers multiple playstyles and classes, including stealth-focused ninjas, monks, samurai, and court magicians, each with unique abilities and mechanics. Classes play very differently, and many perks and items allow for wide character builds.
- Complex keyboard controls (weight 0.36): The game requires a numpad and has a lot of individual keyboard key binds, with almost all actions assigned to keys that need to be memorized. Controls are rebindable, but the complexity may be a barrier for some players.
- Japanese feudal setting (weight 0.32): The game is set in a mythological feudal Japan, blending traditional roguelike mechanics with Japanese fantasy elements. It is known in Japan through games like Shiren the Wanderer and involves demon slaying in a 2D roguelike world.
- Fatigue system mechanics (weight 0.3): A fatigue system affects exploration and the use of stronger attacks, acting as a take on the hunger clock mechanic. Fatigue accumulates from actions and harms the player if left unchecked, but can be restored by food and hot springs found on every three floors.
- Enemy detection systems (weight 0.26): Enemies have directional vision, auditory, and olfactory detection systems, with a smell mechanic causing mobs to aggro. They enter alert states and investigate anomalies, making stealth a crucial element for avoiding combat.
- Procedurally generated dungeons (weight 0.23): Dungeons are auto-generated with random events placed each time, providing replayability. Maps are procedurally generated and filled with varied events, from shops to high-risk encounters, in a linear dungeon divided into themed segments.
- Prepared items system (weight 0.22): The game features a prepared slots concept where certain items can be set to a hotbar for ready use. This system allows players to prepare items in advance, making them accessible during gameplay without inventory delays.
- Sneak attacks are powerful (weight 0.22): Sneak attacks deal much more damage and reduce the risk of attracting other enemies, often killing enemies in one blow from behind. This makes stealth a viable and effective strategy against brutally hard enemies.
- Accessibility options (weight 0.22): The game includes toggleable features bordering on cheats, ability to save builds, control difficulty, and options like fullscreen play and map enlargement. These features make the game more accessible to different players.
- Combat and resource management (weight 0.19): The game emphasizes stealth, creative use of different tools, and resource management, with combat and resource management elements. Preparation pays off, and there are penalties for careless actions, rewarding strategic play.
- Character build system (weight 0.17): Character builds use points from leveling up, with stats like STR, AGI, PRE, SPI, CUN, HP, and STAM. Perks grant special abilities and require certain stat thresholds, with some powerful perks requiring raising abilities the class is not good at.
- Artifacts and enemy loot (weight 0.16): Artifacts are special equipment with light blue names, sometimes found or carried by named strong enemies. Yokai each have different items they carry, and killing enemies with fire may destroy items they carry, including artifacts.
- Enemy info display (weight 0.16): The game displays enemy info including moveset, resists/weaknesses, and stats, helping players strategize. This clear monster info is well documented and explained, aiding in tactical decision-making.
- Gamepad and keyboard support (weight 0.15): The game supports both gamepad and keyboard-based controls, with rebindable keys. This provides flexibility for players who prefer different input methods.
- Experience system details (weight 0.15): XP is gained by moving between floors, with multipliers based on how enemies are handled. Sneaking rewards bonus exp, but enemies can also drop loot, balancing stealth and combat rewards.
- Skills and ninjutsu variety (weight 0.13): Skills and ninjutsu include ranged attacks, elemental attacks, teleportation, and summoning, learned from scrolls. The ninja class learns Quickstep, a move that costs no turn with a 20-turn cooldown, adding tactical depth.
- No meta unlocks (weight 0.12): The game has no meta unlocks, synergies, or relics, but features a Slay the Spire inspired ascension system. This focuses on the core roguelike experience without persistent progression between runs.
- Corruption mechanic (weight 0.07): Committing evil deeds or eating meat corrupts the character's soul, leading to game over if fully corrupted. However, some skills and perks benefit from corruption, adding a moral choice element to gameplay.

Performance notes:
- Performance issues with many allies (weight 0.08): Players report that the game's performance degrades significantly when many allies are present on screen, leading to frame rate drops and stuttering. This issue appears to be a common complaint among users.

Recommendations:
- Recommended for traditional roguelike fans (weight 0.33): Multiple reviews highlight the game as a strong fit for fans of traditional roguelikes, including those who enjoy new mechanics and stealth-oriented playstyles. The game is seen as an interesting twist on the formula for veterans of the genre.
- General positive recommendation (weight 0.22): Several reviews give straightforward positive recommendations, urging players to buy the game or not overlook it. The overall sentiment is strongly favorable, with some calling it a gem.
- Recommended for stealth game enthusiasts (weight 0.14): The game appeals to players who enjoy stealth mechanics, with specific mentions of sneaking around and killing enemies when needed. Fans of Tenchu or stealth games are also pointed toward this title.
- Recommended for Japanese players (weight 0.13): The game is noted as a rare traditional roguelike set in Japan, making it especially appealing to Japanese players. This unique setting is a key selling point for that audience.
- Recommended for permadeath enthusiasts (weight 0.08): Players who enjoy permadeath mechanics are encouraged to try the game, especially those looking for a setting beyond a generic dungeon. The game offers a fresh environment for this playstyle.
- Wait for full release if cautious (weight 0.07): For those who are not interested in Early Access but enjoy traditional roguelikes, the advice is to keep an eye on the game for its 1.0 release. This suggests the current version may be incomplete.
- Check if description interests you (weight 0.07): One review suggests that players should check out the game if the description sounds interesting, implying that it may not appeal to everyone. This is a cautious but positive recommendation.
- Warning about roguelike expectations (weight 0.07): A review warns players who are unaware of what a traditional roguelike is, indicating that the game may not suit those unfamiliar with the genre. This is a caution for potential buyers.
- Not recommended for achievement hunters (weight 0.06): One review gives a negative recommendation, suggesting the game is only for those who have completed all achievements in Rift Wizards and feel special. This is a niche and sarcastic take.

Other player notes:
- Roguelike comparisons to Infra Arcana and Nethack (weight 0.31): The game is compared to Infra Arcana, Nethack, and other roguelikes like DCSS, Cogmind, and Angband, indicating its roguelike credentials. These comparisons focus on tileset, stealth mechanics, and gameplay depth.
- Japanese language support available (weight 0.27): Official Japanese language support is available, with the language changeable from the title screen. Some untranslated parts remain, but the tutorial translation is high quality.
- Early access with ongoing polish (weight 0.26): The game is in Early Access, with gamepad support still being polished and keyboard-based controls initially. This indicates active development and potential for improvement.
- Rich Japanese mythology setting (weight 0.19): The game is steeped in Japanese mythology, featuring various yokai and spirits from across Japan, each with descriptions. This cultural depth is a standout feature for players.
- Comparisons to Tenchu and stealth classics (weight 0.19): Reviewers frequently compare the game to Tenchu and other stealth games, calling it one of the best representations of that format. This highlights its stealth mechanics and nostalgic appeal.
- Solo developer praised (weight 0.17): The game was made by a solo dev, and reviewers express gratitude and praise for the developer's work. This personal touch is appreciated by the community.
- Graphics acceptable with other pros (weight 0.17): The game is compared to Rift Wizard 2, with reviewers saying they can handle basic graphics if there are enough other pros. This suggests that gameplay depth compensates for visual simplicity.
- Comparisons to Ostranauts and Sil-Q (weight 0.12): The game is compared to Ostranauts and Sil-Q, particularly in terms of stealthy rogue play. This highlights its niche appeal within the roguelike community.
- Atmosphere compared to Ninja Scroll (weight 0.08): The atmosphere is compared to Ninja Scroll and Labyrinth of the Demon King, suggesting a dark, immersive ninja-themed experience. This resonates with fans of classic anime and roguelikes.
- Paper talismans as gameplay mechanic (weight 0.08): Players can throw paper talismans at enemies, a unique mechanic that ties into the Japanese mythology theme. This adds strategic depth and flavor.
- Good value for price (weight 0.07): The game is considered cheap for what it offers, providing good value for players. This is a positive point for potential buyers.
- Controller template shared by player (weight 0.07): A reviewer uploaded a controller template they made on Steam for the game, indicating community engagement and the need for better controller support. This shows active player involvement.
- UI praised with unique art style (weight 0.07): The UI is compared to 'The Great Abyss Cyclopean', which has a great user interface with a unique art style. This indicates that the UI is a strong point.
- Comparisons to Metal Gear Solid (weight 0.07): The game is compared to Metal Gear Solid, suggesting stealth and tactical elements. This comparison appeals to fans of the iconic stealth series.
- Planned new class (weight 0.07): A new class is planned for the game, indicating future content updates. This is a positive sign for long-term engagement.
- Wish for Spanish translation (weight 0.07): One reviewer wishes for a Spanish translation, indicating a desire for broader language support. This is a niche but valid request for localization.
- Trailer considered inadequate (weight 0.07): The game's trailer is considered inadequate, potentially failing to showcase the game's strengths. This could be a marketing issue.

Emotions:
- Appreciation (weight 0.32): Players value the game's user-friendly design, including detailed descriptions, toggleable features, and clear in-the-moment information. The unique fusion of stealth and traditional roguelike mechanics, along with the prepared items system and fatigue system, are praised as innovative. The developer's active bug-fixing and responsiveness also contribute to positive sentiment.
- Enjoyment (weight 0.13): Players enjoy the pleasant atmosphere, visual style, and the fun, tactical stealth gameplay that allows for backstabbing and multiple approaches to encounters. The game is described as challenging yet not overly stressful, with a satisfying learning curve involving discovering weaknesses and preparing builds. Overall, the game is considered very enjoyable.
- Frustration (weight 0.11): Frustration stems from technical issues such as broken mouse controls, key rebinding problems, and significant bugs, particularly with the Kamikui class. Resolution options that make text too small or cut off content, along with a black-and-white rule book that hurts the eyes, hinder playability. Confusing key bindings, lack of tutorial, and being swarmed by mobs with weak abilities also contribute to frustration.
- Satisfaction (weight 0.08): Players feel satisfied after clearing the game for the first time and appreciate that it remains fun throughout, with enjoyable classes. The game is easy to get into due to well-documented systems and many options, and discovering these systems over time brings clarity. Even in an unfinished state, the game is quite playable and fun, offering a truly traditional roguelike experience.
- Overwhelmed (weight 0.04): The initial amount of information, including stealth, vision, hearing, status effects, and perks, is large and can be overwhelming. The UI packs many options into different menus, and there are many spells and abilities available at the start. This creates a steep learning curve for new players.
- Disappointment (weight 0.04): Disappointment arises from the music being absent most of the time, all characters looking the same, and the game feeling unintuitive with barely usable mouse controls. Some players wanted to like it more than they actually did, and the game's difficulty shifted to 'rift wizard' level without the fun or synergy possibilities.
- Enthusiasm (weight 0.03): Players are enthusiastic about the unique theme and style, which stand out in the genre. The excellent mechanics and infinite build potential provide deep and varied gameplay, fueling excitement.
- Anticipation (weight 0.03): The complex and unique system offers depth and replay value, making players look forward to exploring more. They are also anticipating the Early Access development and future updates.
- Love (weight 0.03): Players love the game, considering it one of the best roguelikes they have played in their life. The atmosphere and setting are particularly praised, contributing to a strong emotional connection.
- Excitement (weight 0.03): Players are compelled by the game's vibes and aesthetics, which are described as immaculate. They are excited to try the other classes when they become available, indicating high engagement.
- Approval (weight 0.03): Players approve of the game, describing it as definitely worthwhile with potential. The stealth focus and XP system are considered cool, adding to the positive reception.
- Nostalgia (weight 0.01): The music evokes a sense of nostalgia, reminding players of classic games and enhancing the overall experience.
- Happiness (weight 0.01): Players are happy that the traditional roguelike is playable in Japanese, which is a significant feature for Japanese-speaking players and adds to the game's appeal.
- Goodwill (weight 0.01): Players feel goodwill toward the creators because they know Japan well, which is reflected in the game's authentic setting and cultural elements.
- Caution (weight 0.01): Players caution that the traditional roguelike nature and reading requirements may not suit all players, as the game demands time and attention to text-based information.
- Surprise (weight 0.01): Players are surprised that the tutorial is in English despite the Japanese title menu, which is an unexpected inconsistency that stands out.
- Relief (weight 0.01): Players feel relief upon discovering that the language can be changed to Japanese, as this makes the game more accessible and comfortable for them.
- Hope (weight 0.01): Players hope the game climbs high in the community, indicating a desire for the game to be recognized and successful.
- Tedium (weight 0.01): Reading through the large amount of information at the start feels tedious, as the game requires significant text consumption before gameplay becomes fluid.
- Eye strain (weight 0.01): Looking at the rule book in black and white hurts the eyes, causing physical discomfort and detracting from the experience.}