
Experience the rush of battle with the fan acclaimed Bullet-Hell shooter "SUGURI". You're equipped with an automatic lock-on targeting system and a unique arsenal of hyper weapons, power shields, and more. Sure, she may look cute, but when it's time to fight, it's all business.
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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**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
键盘默认键位反人类,可以把武器AB改成小键盘12,冲刺改成小键盘3,移动改成wasd,锁定改成QE,HY改成F
himes boss was the pipeline of all my pain and suffering but it was worth it in the end
The controls and the character movement are so ass i'm just dropping any attempts to play this game
This is probably one of those games that I can't recommend playing because, even for an indie game, the quality leaves much to be desired. The screen is literally filled with an annoying color. My eyes are very sensitive to color, and it causes me to have eye pain
玩了9小时,才第一次用键盘在简单难度打通剧情,真的是相当HARDCORE了 与难度相应的,每过一关都可以收获很多激动与欣喜。从遇见Saki到最后与Hime在月下共舞,从一次次死在道中到满血见BOSS,从刚见到每个BOSS时只觉得弹幕眼花缭乱、一次又一次地冲撞到弹幕上,到渐渐地能够看清弹幕、试着灵巧地去躲避、蹭Hyper,你会在挑战的路上见证自己的一点点进步与成长 角色的人设、画风、剧情都挺好的,大家都很可爱呢(*^-^*) 毕竟是将近二十年前的游戏,所以诸如清晰度、键位设置之类的缺陷并不少 最后,来自一个在三面卡到想退游的人的经验:打奈奈子请用战斧导弹,保证无痛过
SUGURI is a high-speed side-scrolling bullet hell shooter developed by Orange_Juice and published by Rockin' Android. While it embraces many conventions of classic arcade shooters, it introduces several mechanics that give it a distinctive identity. Instead of relying entirely on precision aiming, the game incorporates an automatic lock-on targeting system that allows players to focus almost exclusively on movement, positioning, and survival. The result is a fast and demanding experience where every encounter becomes a thrilling test of reflexes, timing, and tactical decision-making. The game's combat is built around constant motion. Enemy attacks rapidly flood the screen with missiles, lasers, and elaborate bullet patterns that require careful navigation rather than reckless aggression. The automatic targeting system removes the distraction of manual aiming, enabling players to concentrate on dodging incoming attacks and choosing the right moments to unleash powerful offensive abilities. Battles maintain an exciting rhythm from beginning to end, rewarding players who can stay calm while maneuvering through increasingly chaotic situations. A standout feature is its flexible weapon customization system. As players advance through the campaign, they unlock new weapons that can dramatically alter their combat approach. Some weapon combinations excel at sustained fire, while others emphasize explosive bursts of damage or tactical versatility. Experimenting with different loadouts becomes an enjoyable part of progression, encouraging players to adapt their strategies for each stage and boss encounter. This variety keeps the gameplay engaging throughout multiple playthroughs instead of relying solely on increasing difficulty. Movement mechanics play an equally important role in the overall design. Dashing is more than a simple evasive maneuver—it serves as both a defensive tool and an offensive resource. Well-timed dashes allow players to evade danger while charging powerful attacks, but excessive use causes an overheating effect that temporarily limits mobility. This clever balance prevents players from abusing the mechanic and adds meaningful risk-versus-reward decisions to every battle. Success depends on learning when to remain aggressive and when patience is the smarter option. The campaign consists of seven action-packed stages, each culminating in memorable boss fights that demand complete mastery of the game's systems. Every boss introduces unique attack patterns and combat styles that force players to adapt instead of relying on repetitive strategies. Defeating these encounters often requires multiple attempts, making each victory feel genuinely rewarding. Rather than creating frustration through unfair design, the game's challenge stems from encouraging players to improve their understanding of movement, weapon selection, and resource management. Although storytelling is not the primary focus, SUGURI presents a light science-fiction narrative featuring an appealing cast of anime-inspired characters. The story provides enough context to connect the battles together while maintaining the game's energetic pace. Fans of Japanese indie games will appreciate the colorful personalities and charming presentation, even if the narrative remains secondary to the gameplay itself. Visually, the game combines vibrant sprite artwork with detailed projectile effects that make every battle feel dynamic without sacrificing readability. Despite its modest production values, the art direction has aged well thanks to its clean presentation and expressive character designs. Enemy attacks remain visually distinct even during the most intense firefights, allowing skilled players to react based on observation rather than guesswork. Complementing the visuals is an energetic electronic soundtrack that perfectly matches the game's relentless pace, keeping the excitement high throughout every stage. Replayability is another area where SUGURI performs exceptionally well. Unlockable weapons, improved performance rankings, Steam achievements, collectible trading cards, and the satisfaction of mastering increasingly difficult encounters encourage players to return long after completing the main campaign. The relatively short length of the story is balanced by the depth of its mechanics, making repeated runs feel rewarding rather than repetitive. The game is not without shortcomings. Its steep learning curve may discourage newcomers who have little experience with bullet hell shooters, and some advanced mechanics are left for players to discover through experimentation. The narrative also remains fairly simple, serving more as a backdrop than a central attraction. Additionally, players seeking modern graphical fidelity may find the presentation somewhat dated compared to newer independent shooters. Despite these minor drawbacks, SUGURI remains an impressive showcase of thoughtful game design. Its combination of automatic targeting, strategic weapon customization, skill-based movement, memorable boss encounters, and satisfying progression creates a shooter that remains enjoyable years after its original release. It successfully balances accessibility with mechanical depth, making it appealing to both genre veterans and determined newcomers willing to embrace its demanding gameplay. For players searching for a fast, rewarding, and mechanically rich bullet hell experience with plenty of replay value, SUGURI continues to stand as one of the more memorable titles in the genre. Rating: 8/10
注意:日本語非対応 神のゲームです。easyでもなかなか難易度が高いので、ゲーム慣れしてないと厳しいかも。 実績解除できないバグあります
guns go boom boom-> war won suguri is the best girl
Kupiłem z ciekawości i nie ma na co narzekać. Gra nie jest jakoś niesamowicie wyśmienita, ale i tak można się przy niej dobrze bawić (chociaż niektórzy mają inne postrzeganie na dobrą zabawę -._-.). Soundtrack jest spoko, do grafiki da się przyzwyczaić, historia jest prosta. Sam game play jest trudny, w szczególności dla osób, które dopiero zaczynają z takimi grami. Ludzie o słabszych nerwach, bądźcie ostrzeżeni, że będziecie od razu wyrzucali swój sprzęt przez okno. Jeszcze powtórzę, że to nie jest gra na jedną godzinkę. W szczególności jeśli nie macie przegranych tysiąc godzin w shoot 'em up'y Jeśli powyższe ostrzeżenia was nie przestraszyły to polecam gierkę.
在很小很小的時候在親戚家玩的一款彈幕射擊游戲,當時就被人設,美術和音樂馬上就吸引了,但是當時家裏沒有電腦也不知道這款叫什麽名字,所以過了很多年都沒能重遇上這款作品,但社團名字 “橙汁” 卻是深深烙印在我記憶的腦海中。雖然這部作品的大眼萌系人設可能放在今天已經不是那麽吃香,但這部作品給我的獨特美感是現代游戲無法比擬的
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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