
This is a well-designed barrage labyrinth game. Incorporates the setting of the unlimited challenge of the I wanna series. You will be teleported to the nearest archive point when hit by the barrage. And you can reborn for unlimited times.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
没bgm或者读档才会刷新场景的bug先pass,游戏是挺有意思的,但是玩得很迷,现在卡2-1都卡了半个小时了,弹幕强度貌似不算高,就是解谜部分.......更接近于猜谜,下一个save就在面前,你知道要开门,但你不知道开的什么门,你不知道门在哪里,你甚至不知道开的是不是门
可能是我手台太残了,属实有点难
打了四十分钟,游戏机制还是挺有意思的。 主要是操作有延迟,高速和低速都太慢了,手感不好,希望能优化一下。 另外子弹判定和自机判定都好大,导致难度略大。
I Wanna Be the Yin-Yang Orb is a challenging indie action game developed and published by Popover Studio that draws inspiration from both the Touhou series and the notoriously difficult "I Wanna" style of games. Rather than focusing on combat-heavy encounters or elaborate storytelling, the experience revolves around navigating dangerous labyrinths filled with dense projectile patterns while controlling the iconic Yin-Yang Orb. The premise is straightforward: a mysterious incident has caused the offerings and coins at the Hakurei Shrine to disappear, prompting a journey through hazardous stages packed with fairies, traps, and relentless bullet formations. The game's greatest strength lies in its commitment to precision-based gameplay. Every stage is designed to test the player's reflexes, patience, and ability to read complex attack patterns. The maze-like environments are less about exploration and more about surviving increasingly demanding obstacle courses. Progress is achieved by collecting coins and activating mechanisms while carefully maneuvering through waves of projectiles. This combination of objective-based progression and bullet-dodging creates a unique experience that feels distinct from traditional platformers and conventional shoot-'em-ups. Fans of high-difficulty games will appreciate the title's unforgiving but fair design philosophy. Death occurs frequently, especially during the later sections where projectiles fill large portions of the screen. However, the frustration is minimized by a generous checkpoint system and unlimited retries. Players can quickly return to the action after each failure, encouraging experimentation and persistence rather than punishment. This design creates a satisfying learning process where every successful attempt feels earned through practice and gradual improvement. The inclusion of a low-speed movement option adds an important layer of control. During particularly intense sequences, precise movement becomes essential, and this feature allows players to navigate narrow openings between projectiles with greater accuracy. The mechanic is simple but effective, giving players the tools needed to tackle the game's more demanding sections. As a result, success is determined largely by skill and pattern recognition rather than luck. Visually, the game adopts a clean and functional style that prioritizes readability. While the graphics are relatively modest compared to larger Touhou-inspired projects, they effectively communicate hazards and maintain clarity even when the screen becomes crowded with bullets. The colorful projectile patterns and anime-inspired presentation help establish the game's identity while ensuring players can focus on the challenges ahead. The soundtrack and overall atmosphere complement the action well, creating a lighthearted yet tense adventure that remains engaging throughout its runtime. One aspect that may limit the game's appeal is its narrow focus. Nearly every challenge centers on avoiding projectiles and overcoming precise movement tests. Players looking for deep narrative elements, character customization, or varied gameplay systems may find the experience somewhat repetitive over time. However, for enthusiasts of bullet hell games and hardcore platforming challenges, this concentrated design is likely to be seen as a positive rather than a drawback. Ultimately, I Wanna Be the Yin-Yang Orb succeeds by delivering exactly what it promises: a demanding adventure built around precision, perseverance, and mastery. Its combination of Touhou-inspired aesthetics, carefully crafted bullet patterns, and accessible retry system creates an experience that rewards dedication and determination. While its niche appeal may not attract every player, those who enjoy overcoming difficult obstacles and refining their skills will find plenty of satisfaction in its challenging labyrinths. Rating: 6/10
给好评觉得有点过了,但秉着支持同人的心态就给个好评吧 难度:比较令人满意的地方。该作的难度足够高,能玩很长时间。 操作:由于视角是跟着自机动的,stger可能不太适应 bgm:一般吧,听时间长了感觉不太行 画面:很华丽,不过不知道是不是这导致了帧数比较低(我的电脑打官作和慕华祭,祈华梦这些同人作都不掉帧,处理落率为0或0.x) 此外还想说个问题:关卡引导不够明显 不知道制作组未来会不会修改 此外(x2)同人创作固然不易,可是,这个定价我个人不太认可(虽然游戏是朋友送的)。12元以下我觉得能接受吧。
完全不知道我为什么要买这游戏
4.3 hours,1150 deaths,终于通关(因为多种原因,这个数据其实不是很真实) 游戏创意不错,也特别好玩,东方+I wanna双厨欢喜.jpg 就是有些关卡似乎难度特别大,东方正作LNB党都有点苦手 对配置要求似乎有点高,电脑不是特别好的话玩起来帧率不是特别高,我还算勉强能流畅玩,估计30fps不到点的样子 bug真的有点多(汗),希望能改进,继续加油 说两个目前似乎还没人提到的bug: [spoiler]①激光好像都没有判定,纯属装饰和吓人用 ②在遇到下一个save存档前,esc进入档案页面显示的是上一次手动存档时的数据,也就是说此时读档可以消去这个档目前用掉的time和death([/spoiler] 对新玩家的提醒: esc进入档案页面后,按esc才是继续游戏,而按z是读档(东方正作玩家被这个小小地坑了两次,虽然问题不大)
太难了,1-3死了160+,1-4死了300+现在卡在两条红色鳞弹那边死活过不去,退了退了
actually awful to play, you cant get more than 10 fps on this without a nasa processor edit: nvm, it works fine on a different laptop, my graphics processor either just sucks or doesn't know how to swap to the right one if you liked the world's hardest game series, this is for you (it's much harder)
小玩一会儿,感觉意外的不错,价格也不贵我觉得没事儿玩玩还是可以的,顺便1-4有bug可以直接去1-5
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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