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* LowTierLetdown: Sanae has the lowest damage output of all shot types, and while she has the best crowd control, many players don't consider it that meaningful in this game, finding the other characters to be able to deal with stages well enough that they can't justify going for a shot type that specializes in stages. Worse yet, Sanae's focused shot, due to moving in a double helix trajectory, sometimes goes around the enemies instead of hitting them, leaving the base shot to do the damage by itself and making the already weakest character even weaker.

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* LowTierLetdown: Sanae has the lowest damage output of all shot types, and while she has the best crowd control, many players don't consider it said perk that meaningful in this game, finding the other characters to be able to deal with stages well enough that they can't justify going for a shot type that specializes in stages. Worse yet, Sanae's focused shot, due to moving in a double helix trajectory, sometimes goes around the enemies instead of hitting them, leaving the base shot to do the damage by itself and making the already weakest character even weaker.
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* LowTierLetdown: Sanae has the lowest damage output of all shot types, and while she has the best crowd control, many players don't consider it that meaningful in this game, finding the other characters to be able to deal with stages well enough that they can't justify going for a shot type that specializes in stages. Worse yet, Sanae's focused shot, due to moving in a double helix trajectory, sometimes goes around the enemies instead of hitting them, leaving the base shot to do the damage by itself and making the already weakest character even weaker.
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* BreatherBoss: Futo usually comes across this way with her relatively simple spells after having dealt with [[ThatOneBoss Seiga]] in the previous stage, and with [[GoddamnedBoss Tojiko]] on the way to her. Her second nonspell is still quite tricky, though.


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* GoddamnedBoss: Tojiko, the Stage 5 midboss. Her zigzag pattern Spell Card is very uncomfortable to move around, and while it isn't as hard as it looks, it still can be found annoying by many players.
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Correcting an omitted word and a grammar oversight


** Automatically entering Trance mode when hit, because you still die after the effect ends anyway. Activating auto-Trance mean you just lost both one of your and all of your Spirit meter. If you've planned the proper places to activate Trance beforehand, auto-Trance just ruined it.

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** Automatically entering Trance mode when hit, because you still die after the effect ends anyway. Activating auto-Trance mean means you just lost both one of your lives and all of your Spirit meter. If you've planned the proper places to activate Trance beforehand, auto-Trance just ruined it.
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* TheyChangedItNowItSucks: Marisa players were incredibly upset that her lasers no longer pierce through enemies from this game onwards, considering the piercing effect to both be an important part of the shot's identity and a valuable asset in making Marisa viable.
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* ThatOneBoss: While this considered one of (if not the) easiest ''Touhou'' game, it still shares a [[ThatOneBoss/TouhouProject page]] with the rest of the games.

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* ThatOneBoss: While this is considered one of (if not the) easiest ''Touhou'' game, it still shares a [[ThatOneBoss/TouhouProject page]] with the rest of the other games.
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Per TRS, this is YMMV

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* DifficultySpike: Toyosatomimi no Miko is an absolute ''monster'' at danmaku. Her followers and the mooks she attracted are most definitely not. Provided you're playing on normal, anyway.
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* ThatOneBoss: While this considered one of (if not the) easiest ''Touhou'' game, it still shares a [[ThatOneBoss/TouhouProject page]] with the rest of the games.
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* ThatOneAttack: It has its own [[ThatOneAttack/TouhouProject page]] with the rest of the series.

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* ScrappyMechanic: The scoring system requires that you spend most of the time near the top of the screen, meaning you have to rely on luck and memorization to avoid getting hit, rather than skill. The time for deathbombing also becomes shorter. You basically need to have an instance of SuperReflexes to do it, by predicting your death and bombing ''just'' as you're hit. Otherwise, you'll just enter Trance mode (if applicable) and die.

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* ScrappyMechanic: ScrappyMechanic:
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The scoring system requires that you spend most of the time near the top of the screen, meaning you have to rely on luck and memorization to avoid getting hit, rather than skill. The time for deathbombing also becomes shorter. You basically need to have an instance of SuperReflexes to do it, by predicting your death and bombing ''just'' as you're hit. Otherwise, you'll just enter Trance mode (if applicable) and die.die.
** Automatically entering Trance mode when hit, because you still die after the effect ends anyway. Activating auto-Trance mean you just lost both one of your and all of your Spirit meter. If you've planned the proper places to activate Trance beforehand, auto-Trance just ruined it.
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Broken Base entry moved from the Touhou YMMV page and converted to Contested Sequel since Broken Base can't be used for the reception of a game and it's not a series-wide debate either.

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* ContestedSequel: The fact that the game is considered easier than the rest of the lot makes part of the fandom simply hate it. The other part can find the bullet patterns nice, even if easy, and appreciate its soundtrack.
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* ItsShortSoItSucks: A popular opinion of this game, since ZUN intentionally made it easier to attract a wider audience.

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* ItsShortSoItSucks: ItsEasySoItSucks: A popular opinion of this game, since ZUN intentionally made it easier to attract a wider audience.
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Started this page.

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* ItsShortSoItSucks: A popular opinion of this game, since ZUN intentionally made it easier to attract a wider audience.
* ScrappyMechanic: The scoring system requires that you spend most of the time near the top of the screen, meaning you have to rely on luck and memorization to avoid getting hit, rather than skill. The time for deathbombing also becomes shorter. You basically need to have an instance of SuperReflexes to do it, by predicting your death and bombing ''just'' as you're hit. Otherwise, you'll just enter Trance mode (if applicable) and die.
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