I was drawn to this game because of its freedom in customizing each part of the character’s outfit (I’ve always enjoyed games that allow you to change individual parts rather than entire sets). However, when I actually played it, my experience with this side-scrolling action game, which doesn’t let you choose the difficulty, was, to put it mildly, quite frustrating. To summarize the poison points briefly:
Slow Movement and Attacks: The characters move and attack painfully slowly. You can’t freely accelerate either, because doing so makes it impossible to dodge the dense barrages of projectiles.
Melee vs. Ranged Disparity: The player character is limited to close-range attacks, but all enemies—yes, every single one—can attack from a distance. This includes those irritating ones that suddenly swoop in close, also using ranged attacks. Dealing with flying enemies becomes especially maddening when they get near.
Unreliable Weapon Hitbox: There’s a glaring mismatch between the weapon’s visual attack range and its actual damage area. It’s common to see the weapon’s swing pass right through an enemy without dealing any damage.
Unbalanced Stage Design: The game is split into two major stages and three minor ones. The boss fights in the first and third minor stages are a breeze, but the second minor stage is downright inhumane. After moving back a few dozen meters, the enemy density becomes absurd, leaving almost no free ground to stand on.
Overwhelming Projectile Density: In these crowded enemy zones, the intensity of ranged attacks feels like a World War II battlefield—dodging is outright impossible. The character’s large hitbox offers no gaps to slip through, and watching a hail of projectiles fly at you like they’re from multiple machine guns fills you with nothing but despair.
Clunky Blocking Mechanic: Sure, there’s a blocking feature, but you can’t do anything else while blocking. Worse, if you press the block button too soon after attacking or moving, it doesn’t register, leaving you defenseless. This isn’t a big deal with one or two enemies, but in dense areas, the half-second it takes to realize you didn’t block can cost you 70-80 points of health or clothing durability.
Frustrating Erotic Scenes: When your clothing durability hits zero and an enemy touches you, it triggers an erotic scene. In theory, you can escape by mashing the left and right keys, but in practice, you need to press each about 50 times. The game engine seems buggy, registering inputs only every 0.2 seconds or so. Plus, the climax meter carries over between H-scenes, making it nearly guaranteed that you’ll climax and lose health by the second encounter. Afterward, you’re flung in a random direction, and if you land in a group of enemies (a 50% chance), you’ll immediately enter another erotic scene. If this happens twice in a row, no matter how much health you have left, you’re stuck in an endless loop of erotic scenes until you die—no way to break free, no invincibility frames after getting hit or during these scenes.
No AoE Attacks: Attacks can’t cleave through projectiles, and when you strike overlapping enemies, only one takes damage—area-of-effect damage simply doesn’t exist.
Grindy Upgrades: The gold needed to upgrade attributes is astronomical, and the stat boosts are pitiful. Even after cheating to get 9,999,999 gold and hitting level 61, my attack power couldn’t one-shot the flying bee enemies in the first stage, and my health couldn’t carry me through stage 1-2. Capping gold at 9,999,999 (the game’s max) gets you to around level 80, but then upgrade costs exceed the limit. At that point, you can one-shot first-stage enemies but still need three hits for second-stage ones, and even with those stats, stage 1-2 remains perilous. Normally, clearing a stage—even defeating every enemy—nets you just a few thousand gold.
Relentless Flying Enemies: Flying enemies respawn over time. If you try to retreat slowly to thin out the dense pack ahead, the endlessly spawning fliers that ambush you from behind will ruin your day—especially since the weapon’s actual damage range is so inconsistent that you can jump and miss them five or six times in a row, which is infuriating.
In Conclusion: Playing this game felt like being thrown into the Battle of Verdun—a meat grinder where I’m fighting alone. With health and clothing durability totaling just over 1,000 (even after cheating for gold), the ranged enemies ahead form an unbroken wall of firepower, each hit chipping away 10+ points. Miss a block for a second, and you’re down 200-300 health instantly. With bullet-hell density rivaling Touhou games, blocking locks you out of attacking or moving, while attacking means eating hundreds of damage per second. On top of that, the constantly spawning flying enemies above are a nightmare to deal with (especially amid the frontline firestorm, often needing five or six jumps to land a hit), making it feel like a genuine battlefield.