Info about 8Doors: Arum's Afterlife Adventure:

Official game description:
Description
-----------
“8Doors” is a story-driven Metroidvania-style action platformer heavily influenced by Korean folktales. Play as ‘Arum’, a brave girl that has voluntarily entered the realm of the afterlife in search of her father’s soul and help guide her through the '8 Doors of Purgatory' to solve the mysteries that lie deep within. Defeat wretched wraiths blocking your way and rescue fugitive souls who are in need of your guidance.  
Dynamic Gameplay
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*   Explore : Navigate 8 different areas of purgatory and countless dangerous obstacles in your path.
*   Battle : Use fluid combo attacks and timely dodges to go against more than 36 different types of specters and 21 deadly bosses with unique attack patterns.
*   Improve : Wield 7 different types of weapons, master various skills and take advantage of passive abilities.
Immersive & Deep Story
----------------------
*   Backdrop : The fascinating afterlife of the East.
*   Story : Based on traditional Korean folktales and featuring many memorable concepts and characters.
Sharp Graphics & Art
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*   Unique Visuals : Only three colors were used to breathe life into the game; Red, Black and White.
*   Hand-Drawn Animations : All characters were drawn by hand in 2D frame-by-frame animations.

Release date: Apr 7, 2021

Categories: Metroidvania, Action Platformer, Soulslike Combat, Korean Folklore, Hand-drawn Art Style, Multiple Endings

Feature scans:
- Wiki: score 50; verdict: Tier 3: The Student; summary: The audit finds the primary Wiki Tax complaint is hidden-area and content-discovery guidance, with users relying on external walkthroughs to find hidden areas and gauge progress. One user reports achieving the good ending without a guide, indicating the dependency is not universal. No evidence of farming, drop-rate, inventory, or crafting data needs appears in the reviews. Per the strict scoring hierarchy, the presence of hidden-secret and instructional guide dependency triggers Tier 3, yielding a score of 50.
- Proton/Linux: score 5; verdict: Works Well; summary: The available evidence is limited to two user reviews, both describing a smooth Steam Deck experience from start to finish. No Linux-specific crashes, Proton workarounds, anti-cheat blockers, or performance problems are reported.
- Steam Deck: score 10; verdict: Seamless; summary: The filtered reviews contain no reports of Steam Deck technical barriers such as external launchers, small text, battery drain, anti-cheat errors, or crashes. Steam Deck-specific feedback confirms a complete playthrough without issues. General feedback also praises the controls and movement, supporting a smooth handheld experience. The final friction score is low, indicating a seamless Steam Deck experience.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $4.99 - $9.99
  - Reasoning: The reviews repeatedly advise waiting for a sale and frame the game as worthwhile only at very low prices, such as a few to ten-something yuan (roughly $1-$3 in sale or key terms). No review supports the current $19.99 full price. Even allowing for a base price to be higher than a deep discount, the community sentiment points to a budget indie price well below $20, approximately $5-$10.
- Playtime Metrics:
  - Game completion: 15.0h
  - Story completion: 8.0h
  - Session length: N/A
  - Endgame: 12.0h
  - Reasoning: The quoted reports give direct completion-time data for 8Doors. A regular playthrough is cited at 6-8 hours, supporting storyCompletion around 8 hours. A completed run is explicitly reported at 15 hours, while another first playthrough took 22 hours, so a typical full game completion is around 15 hours. Completionist/endgame reports cite 100% map at 10-14 hours and a 100% true-ending run at about 12 hours, supporting an endgame/completionist estimate near 12 hours. No review directly states a typical session length, so sessionLength is null.
- Time-to-fun:
  - Summary: The game often starts slow with stiff combat, harsh early enemies, and tedious traversal, but for many players it clicks after a couple hours once abilities are unlocked and the combat rhythm is learned. Later areas, midgame, and endgame are frequently cited as stronger and more compelling.
  - Stance: Clicks after
  - Anchor: Unlocking a few spectral abilities and getting the rhythm down
  - Time to anchor: 2h 0m
  - Friction: Sharp early difficulty curve; Stiff initial combat and merciless hitboxes; Hard-hitting early enemies and weak healing flasks; Slow, tedious starting weapon; Clunky platforming and tedious boss design; Tedious backtracking and oversized areas with limited fast travel
  - Unlock drivers: Unlocking spectral abilities; Getting the combat rhythm down; Gaining abilities every hour or 2; Reaching later areas that are much more enjoyable; Unlocking every ability reduces backtracking pain
  - Conditions: After a couple hours of play; As new abilities are gained; Once a few spectral abilities are unlocked; Once combat rhythm is learned; After unlocking every ability; Reaching later areas past the early frustrating ones
- Player Archetypes:
  - Metroidvania Genre Veteran (buy)
    - Motivation: Mastering and comparing a new Metroidvania against established genre favorites.
    - Playstyle: Explores maps thoroughly, engages with bosses and difficulty modes, and evaluates mechanics against other Metroidvanias.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: fan of the genre; metroidvania lover; veterans of the genre
    - Reference games: Hollow Knight; Salt and Sanctuary; Ori; Blasphemous
  - Casual Story and Art Newcomer (buy)
    - Motivation: Enjoying a charming, accessible Metroidvania with appealing art and story.
    - Playstyle: Plays on lower or story difficulty, explores casually, and prioritizes narrative and visuals over hard challenges.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: beginner; 2D action newcomer
    - Reference games: Hollow Knight
  - Completionist Achievement Hunter (buy)
    - Motivation: Completing achievements, collectibles, and optional content to fully clear the game.
    - Playstyle: Replays for 100%, hunts collectibles, attempts no-death or challenge runs, and tracks completion time.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: achievement hunter
    - Reference games: N/A
  - Discerning Genre Skeptic (no buy)
    - Motivation: Finding polished, original Metroidvanias that justify their time over better genre alternatives.
    - Playstyle: Critically evaluates map design, controls, boss originality, and pacing; drops or rejects games that feel mediocre.
    - Experience: veteran
    - Purchase stance: no buy
    - 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:
- Beautiful and charming visuals (weight 0.37): The game's visuals are frequently described as lovely, charismatic, and aesthetically pleasing. The art style and character design receive high praise.
- Good storytelling praised (weight 0.29): Many reviewers highlight the story as interesting, well-done, and complete. It adds significant value to the overall experience.
- Satisfying boss fights (weight 0.22): Boss battles are often described as fun, rewarding, and tough but fair. They provide a memorable challenge.
- Enjoyable metroidvania gameplay (weight 0.19): Reviewers consistently find the metroidvania elements solid and fun, with a good balance of exploration and progression. It appeals to fans of the genre.
- Excellent music and sound (weight 0.18): The soundtrack is praised for being good, fitting the setting, and enhancing the overall atmosphere.
- Tons of secrets to find (weight 0.17): Players enjoy the abundance of collectibles and secrets scattered throughout the world. Exploration is rewarding and encourages thorough play.
- Fun combat and platforming (weight 0.16): Combat is fast-paced and enjoyable, and platforming sections are entertaining. The combination keeps the gameplay engaging.
- Good variety of enemies (weight 0.12): The game features a diverse range of enemies and boss fights that require different strategies. This variety keeps combat engaging.
- Multiple endings available (weight 0.1): The game offers three different endings, and all can be achieved in a single playthrough. This adds replay value and narrative depth.
- Balanced and fair difficulty (weight 0.09): The difficulty is challenging but manageable, providing a satisfying challenge without being frustrating.
- Unique and cool setting (weight 0.09): The game's setting and aesthetic are frequently described as unique, cool, and distinctive, contributing to its overall charm.
- Distinct weapons and abilities (weight 0.09): The seven weapons each have unique feel and attack styles, offering varied gameplay options and strategic depth.
- Great boss fights and sequences (weight 0.09): Specific boss encounters, including the final boss and chase sequences, are highlighted as exciting and well-designed.
- Responsive and tight controls (weight 0.09): The controls are described as good, responsive, and working like a charm, enhancing the overall gameplay experience.
- Captivating core gameplay (weight 0.09): The gameplay is frequently called great, captivating, and impeccable, forming a strong foundation for the game.

Common complaints:
- Insufficient teleport and warp points (weight 0.28): Players report that teleport gates and warp points are too few and far apart, causing excessive backtracking and tedious redoing of sections. This is a widespread complaint across multiple clusters.
- Terrible and floaty controls (weight 0.25): Controls are described as terrible, stiff, floaty, and laggy, with poor feel and unresponsive movement. This makes the game frustrating to play.
- Poorly designed final boss (weight 0.21): The final boss fight is criticized for being poorly designed, with few opportunities to attack, dragging out the fight, and having no room for breaks. It is also considered weak and unfun.
- Bland and unengaging story (weight 0.21): The story is described as bland, uninteresting, and not immersive or engaging. Some players find it mediocre and lacking in surprises.
- Repetitive boss attack patterns (weight 0.19): Many bosses share overlapping attack patterns such as two-hit or three-hit swings, charges, and ranged attacks. Boss fights feel repetitive with single action loops and similar movesets despite different appearances.
- Unpolished and basic combat (weight 0.19): Combat lacks polish and feels basic, fragmented, and unresponsive. Players find it sluggish and lacking depth.
- Mediocre and linear map design (weight 0.18): Map design is considered mediocre with no outstanding elements, often turning into a linear obstacle course. Platforming obstacles become tedious and obstacle placement is poorly tuned.
- Poor map guidance (weight 0.11): Guidance is not excellent, often telling where to go but not the specific direction, and map guidance is very poor. Players get lost easily without checking the mini-map.
- Limited resolution and no Vsync (weight 0.11): The game is capped at 1080p and 60fps, with no Vsync option causing screen tearing. These technical limitations are criticized.
- Weak and easy bosses (weight 0.11): Bosses are considered weak and pathetically easy, with the final boss being easier than some regular bosses. This reduces the challenge.
- Weak health potion healing (weight 0.1): Health potions heal very little, only about a quarter of health, and have limited uses even when fully upgraded. This makes survival difficult.
- Awkward weapon switching (weight 0.1): Weapon switching is cumbersome, requiring cycling through all weapons, which makes players stick to one weapon. Abilities tied to weapon switching are inconvenient.
- Boss health bar hidden by default (weight 0.09): The boss health bar is not shown unless an upgrade is purchased or a special move is used, and it disappears after a few seconds. This is limited to twice per fight.
- Poor graphics and animations (weight 0.07): Graphics and animations look poor, and the game is described as ugly. Visual quality is a common complaint.
- Slow start to the game (weight 0.06): The game starts off slow, which may deter players initially. Pacing issues are noted.
- Lack of ledge grab (weight 0.06): The absence of a ledge grab mechanic makes platforming frustrating, causing falls into the void during advanced jumping sections.
- Merciless hitboxes (weight 0.06): Hitboxes are described as merciless and unreasonable, particularly trap hitboxes, leading to unfair damage.
- Poor wall-jump detection (weight 0.06): Wall-jumping detection is poor, and jump and wall jump feel bad, affecting platforming precision.
- Protagonist lacks expressions (weight 0.06): The protagonist has no facial expressions, idle animation, or expression changes during dialogue, breaking immersion.
- NPCs lack distinctiveness (weight 0.06): NPCs are too numerous and lack distinctiveness, feeling like tools rather than characters. They are poorly designed and lack characterization.

Gameplay feedback:
- Metroidvania genre core (weight 0.5): The game is widely described as a metroidvania with exploration, platforming, and combat. Clusters 1, 3, and 19 highlight the genre, Korean afterlife setting, and backtracking.
- Varied weapons and upgrades (weight 0.36): Players can acquire multiple weapon types with distinct abilities and uses, along with upgrades. Clusters 7, 9, 11, and 21 detail these weapons.
- Multi-phase boss fights (weight 0.34): Boss battles feature multiple phases and patterns, requiring pattern memorization and reflexes. Clusters 8, 12, 14, and 16 cover these fights.
- Platforming challenges (weight 0.33): Platforming is a key activity, with sections required for progression that become harder as the game advances. Clusters 5, 6, and 24 mention these aspects.
- Exploration and hidden areas (weight 0.24): The game includes interconnected areas with secrets, hidden collectibles, and map completion elements. Clusters 10, 18, and 26 mention these features.
- Difficulty settings and modes (weight 0.22): The game offers difficulty options such as easy, normal, story, and hard modes. Clusters 4 and 15 cover these settings.
- Multiple endings available (weight 0.16): Players note that the game has multiple endings, including normal, bad, and true endings, achievable in one playthrough. This is mentioned in Cluster 2.
- Fast travel and teleports (weight 0.16): The game provides teleport facilities and fast travel options, though some find fast travel limited. Clusters 23 and 25 cover these features.
- Skill tree system (weight 0.12): A skill tree with talents across three sets (Reaper, Messenger, Guide) is available. Cluster 13 describes this system.
- Skills tied to weapons (weight 0.1): Skills and weapon skills are acquired to enhance combat, with attack speed talents available. Cluster 20 notes this connection.
- Frog riding mechanic (weight 0.09): The game features a frog companion that can transform into a mount for swimming and pushing blocks. Cluster 17 highlights this unique mechanic.
- Chase sequences included (weight 0.09): Players encounter chase sequences and battle sequences during the game. Cluster 22 mentions these sequences.

Performance notes:
- Runs well on low-end hardware (weight 0.1): Several players report the game runs smoothly on low-end or 'potato' PCs, and even on Steam Deck without issues. This indicates good scalability for less powerful systems.
- Game fails to run after first day (weight 0.08): Some players report that the game does not run after the first day, often due to crashing or launch failures. This prevents them from playing further.
- Stuttering and lack of smoothness (weight 0.07): Multiple reports indicate the game never feels smooth, with slight stuttering even when V-sync is forced via Nvidia control panel. This detracts from the overall gameplay experience.
- Stable and bug-free experience (weight 0.07): Some users note few bugs and stable performance for an indie game, with no technical drama. However, others encounter more serious issues.
- Save bug causes progress loss (weight 0.05): A save bug can roll back player progress, which is highly frustrating. This is a critical issue that needs prompt fixing.
- Performance issues on high-end hardware (weight 0.04): Players with powerful GPUs like the RTX 4090 experience dropped frames and stuttering, especially in platforming areas. This suggests optimization problems that affect even top-tier systems.
- FPS locked at 60 (weight 0.04): The frame rate is locked at 60fps, which may disappoint players with high-refresh-rate monitors. This limitation is not clearly communicated.
- Slight graphical slowdown (weight 0.04): Minor graphical slowdowns are reported, but they do not severely impact gameplay. This is a minor performance issue.
- Hardware configuration reports (weight 0.03): Specific hardware configurations are mentioned, such as AMD Ryzen 5 3600 and GTX 1060, providing context for performance experiences. This helps identify potential compatibility issues.

Recommendations:
- Recommended for Metroidvania fans (weight 0.45): Many reviewers strongly recommend the game to fans of the Metroidvania genre, highlighting its appeal to those who enjoy challenging and exploration-focused games. It is described as a must-play for enthusiasts of dark metroidvanias and adventure games.
- Worth playing overall (weight 0.39): A significant number of reviewers consider the game worth playing, often stating it is worth a playthrough or absolutely worth playing. This sentiment is echoed across multiple clusters, indicating broad appeal.
- Worth trying despite flaws (weight 0.38): Many reviewers suggest giving the game a chance despite its flaws, noting it is worth trying even if not as smooth as popular Metroidvanias. Some say it is a fine small Metroidvania with minor issues.
- Not recommended for some (weight 0.36): A notable number of reviewers do not recommend the game, citing reasons such as lack of polish, gameplay flaws, or not doing anything interesting. Some mention specific issues like the final boss or pixel-perfect difficulty.
- Good for genre fans (weight 0.35): Reviewers often recommend the game specifically to fans of the genre, stating it is great for those who enjoy Metroidvanias or sidescrollers. It is seen as a solid entry that genre enthusiasts will appreciate.
- Unique art style praised (weight 0.34): Reviewers frequently mention the game's unique art style as a strong point, recommending it to those who prioritize aesthetics and lore over smooth controls. It is considered charming and visually appealing.
- Mixed or conditional recommendations (weight 0.3): Several reviewers give conditional recommendations, such as recommending only to the most avid Metroidvania fans or those who have exhausted other titles. Some changed from not recommend to recommend, or vice versa.
- Buy on sale or discount (weight 0.27): Many reviewers recommend purchasing the game only when it is on sale or at a discount, suggesting that the full price may not be justified for everyone. Some specify waiting for a sale under $10 or a few dollars.
- Challenging but fair difficulty (weight 0.19): The game is recommended for players who enjoy difficult platformers and boss challenges, with some describing it as punitive but fair. It appeals to those who like high-difficulty, suffering-style gameplay.
- Good value for price (weight 0.17): Reviewers often mention that the game is worth the price, especially when bought on sale. Some state it is a great value for money and not a waste if purchased at a discount.
- Good for beginners to genre (weight 0.16): Some reviewers recommend the game as an entry-level Metroidvania, suitable for beginners and action game novices. It is designed so that newcomers can enjoy it, though some caution it might be confusing for first-timers.
- Not recommended for casual players (weight 0.14): Several reviewers advise that the game is not suitable for casual players or those expecting a hand-holding experience. It may be off-putting for newcomers to the genre or those who do not enjoy high difficulty.
- Issues with story and writing (weight 0.13): A few reviewers criticize the game's writing, suggesting to skip it or noting it is bad. However, some still enjoy the game despite the writing.
- Difficulty memorizing boss patterns (weight 0.06): The game requires patience to memorize boss patterns and absorb dense lore, which some players find challenging. This can be a barrier for those who prefer a more straightforward experience.
- Worth attention from fans (weight 0.06): The game is considered worth attention, especially for fans of the genre, and is described as one of the best metroidvanias of its year.
- Comfy pick for relaxation (weight 0.04): The game is described as a comfy pick when not up for a distressing experience, suggesting it can be a relaxing choice for some players.
- Not for story/art detractors (weight 0.04): Reviewers note that the game is not recommended for those who do not value story and art style, as these are key strengths. Those who prioritize gameplay over aesthetics may not enjoy it.
- Positive but with regrets (weight 0.04): Some reviewers say the game is worth trying but full of regrets, indicating a mixed experience that may not fully satisfy all players.
- Positive despite negative comments (weight 0.04): One reviewer notes that the game is really fun despite negative comments, and they do not give a negative review overall.

Other player notes:
- Compared unfavorably to Hollow Knight (weight 0.32): Multiple reviewers compare the game to Hollow Knight and consider it inferior in level design, platforming, and combat smoothness. Some even call the comparison an insult to Hollow Knight, feeling it is a poor imitation.
- Korean afterlife and mythology setting (weight 0.17): The game is set in the Korean afterlife and draws heavily from Korean fairy tales, culture, and folklore. This unique setting is a notable feature praised by reviewers.
- Similar style to Hollow Knight and Ori (weight 0.17): The game's art and overall style are often compared to Hollow Knight, Ori, and Blasphemous. It draws heavy influence from these titles, though some find it less polished.
- Moderate game length (weight 0.15): A regular playthrough takes about 6-8 hours, while full completion and true ending can take 10-14 hours. This length is considered moderate for the genre.
- Developed by NEOWIZ and Rootless Studio (weight 0.15): The game is developed by Rootless Studio and published by NEOWIZ, a South Korean company. This background is frequently mentioned in reviews.
- Runs well on Steam Deck (weight 0.13): Players report that the game supports Steam Deck and runs without issues from start to finish. This suggests good compatibility and performance on the handheld device.
- Budget-friendly price point (weight 0.1): Reviewers highlight that the game is available at a low price, often through cheap key sites. This makes it an attractive option for budget-conscious players.
- Cloud save requires manual work (weight 0.07): Cloud save functionality only works if players manually generate in-game saves and upload/download them. This is seen as a cumbersome implementation.
- Inspired by Spirited Away and Ghibli (weight 0.07): The story and atmosphere resemble Studio Ghibli's Spirited Away, blending it with Korean mythology. This comparison is frequently made by reviewers.
- Platforming compared to Celeste (weight 0.07): The platforming difficulty is compared to Celeste, though not as hard as that professional title. Some find it still challenging and 'hellish' for enthusiasts.
- Purchased via crowdfunding (weight 0.06): Some reviewers backed the game on Kickstarter or purchased it through a crowdfunding site. This indicates a dedicated fanbase from early support.
- Review keys provided by NEOWIZ (weight 0.06): Some reviewers received free keys from NEOWIZ or the developer for review purposes. This is a common practice in game journalism.

Emotions:
- Frustration (weight 0.28): Players are most frustrated by poor combat feel, clunky controls, and punishing difficulty spikes, especially with hidden enemy health bars and unresponsive animations. Checkpoint placement, scarce healing, and tedious backtracking compound the issue, leading to repeated deaths and wasted time. Technical problems like save bugs, screen tearing, and controller issues further sour the experience.
- Disappointment (weight 0.28): Disappointment stems from the game failing to meet expectations set by its influences like Hollow Knight and Ori, with many calling it mediocre and unpolished. Boss fights are repetitive and weak, combat lacks satisfying impact, and the story and level design feel bland and generic. Overhyped development and misinformation about features contributed to a sense of wasted potential.
- Enjoyment (weight 0.13): Players enjoy the fun and intuitive gameplay, engaging exploration, and rewarding combat, often comparing it favorably to Hollow Knight. The unique art style, music, and story, along with diverse weapons and boss fights, create a captivating experience. The game's charm and relaxing yet challenging gameplay keep players immersed.
- Annoyance (weight 0.1): Annoyance is caused by tedious backtracking due to scarce warp points, awkward weapon switching, and repetitive platforming sections. Bugs, frame drops, and UI issues further irritate players, while forced collection and re-spawning enemies add to the frustration. Inconvenient map design and low-effort sections make the game tiring.
- Satisfaction (weight 0.09): Satisfaction comes from overcoming challenging bosses through pattern learning, achieving 100% completion, and experiencing a well-balanced difficulty. The responsive controls, clever secrets, and rewarding exploration provide a sense of accomplishment. The game's value and engaging action-adventure elements leave players fulfilled.
- Appreciation (weight 0.05): Appreciation focuses on the game's refreshing worldview, detailed art style, and atmospheric Eastern theme. Solid metroidvania structure, beautiful animations, and music create an immersive experience. The boss design and level aesthetics are particularly praised.
- Boredom (weight 0.04): Boredom arises from slow pacing, repetitive backtracking, and dull level design. Combat becomes a chore, and the plot fails to engage, making the game feel like a tedious grind. Excessive hidden elements and boss repetition contribute to a lack of interest.
- Anger (weight 0.04): Anger is driven by unfair late-game design, such as ability removal and forced replaying, along with demanding achievements and one-life boss fights. Perceived plagiarism and deceptive chase sequences also infuriate players. The story's poor presentation and inconvenient map exacerbate the frustration.
- Love (weight 0.02): Love for the game is expressed through replaying for 100% completion, praising its beautiful music, epic fights, and stunning artwork. The art style and story resonate deeply with players, creating a strong emotional connection.
- Regret (weight 0.01): Regret stems from the feeling that the game could have been great with more polish in art, story, or combat. Unreasonable patterns and poor combat motion waste good ideas, leaving players wishing for better execution.
- Disgust (weight 0.01): Disgust is caused by terrible controls, tedious platforming, and poor combat feel, especially when knocked down from high platforms. Developers' behavior and the game's poor quality despite crowdfunding also repulse players.
- Admiration (weight 0.01): Admiration is for the game's magnificent art style, unusual color palette, and visual beauty. The emotional story and use of few colors create a unique aesthetic that players deeply respect.
- Dissatisfaction (weight 0.01): Dissatisfaction arises from a story that lacks detail, possibly due to translation errors, and a lack of detailed weapon stats and descriptions. Players feel the narrative and mechanics are underdeveloped.
- Excitement (weight 0.01): Excitement is fueled by the exceptionally strong midgame and endgame, particularly the final boss fight and chase sequences. These moments are compelling and thrilling, keeping players engaged.
- Engagement (weight 0.01): Engagement comes from gaining new abilities frequently, which keeps gameplay fresh, and a story that holds attention as much as the action. Players get hooked quickly, even on a second attempt.
- Dislike (weight 0.01): Dislike is caused by skills being tied to weapons, heavy weapon feel, and an initial impression of cheap art style and Flash-like quality. These elements detract from the overall experience.
- Surprise (weight 0.01): Surprise is due to the game exceeding low expectations, catching players off guard with its quality. Many didn't anticipate enjoying it as much as they did.
- Happiness (weight 0.01): Happiness is experienced from achieving the good ending on the first playthrough without a guide and simply enjoying the journey. The sense of accomplishment and positive experience brings joy.
- Fun (weight 0.01): Fun is derived from enjoying the gameplay and overall experience, with players finding the game entertaining and enjoyable to play.
- Fatigue (weight 0.01): Fatigue sets in from constant jumping and slashing over long play sessions, leading to tiredness toward the end of the main story. The repetitive actions wear players down.}