
A Touhou Project fan-made bullet hell game inspired by Impossible Spell Card! Conquer creative, self-contained danmaku challenges using clever item strategies and sharp dodging skills. Collect stamps and prove your mastery! Prefer longer play sessions? Check out the Scene EX and PH challenges!
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About
Touhou Iyuushou ~ What the Bullet Hell?! is a Touhou Project fan-made bullet hell game that pays homage to Impossible Spell Card. It features a collection of short, self-contained danmaku stages—each one a standalone, visually striking bullet pattern designed to challenge your reflexes and puzzle-solving skills.
"Iyuushou" means "Testimony of Strange Encounters".
You play as Marisa Kirisame, reimagined as a danmaku researcher, investigating mysterious spell cards appearing across Gensokyo. Armed with a variety of tools, you'll analyze, survive, and outwit increasingly bizarre bullet patterns!
🔸 Danmaku Challenge Collection
A large set of short, carefully crafted stages. Each stage is an individual bullet hell "exhibit", offering unique gameplay, aesthetics, and logic to decipher.
🔸 Strategic Item System
Bring helpful items into battle to turn the tide—but be warned, using them affects your final reward! Go in raw for greater glory.
🔸 Multiple Difficulty Levels & Challenge Styles
Tackle each stage at Easy / Normal / Hard / Lunatic difficulty. Want to prove your skill? Try clearing stages without items for maximum bragging rights!
🔸 Stamp Collection System
Clearing a stage earns you collectible stamps. Higher difficulties award more stamps, and clearing a stage without items earns you a rare, shining Gold Stamp!
🔸 Scene EX: Long-form challenges included!
Each game day features a "Scene EX", where all bosses of that day appear in succession, taking turns unleashing their bullet patterns. This provides players who enjoy longer gameplay sessions with a more complete and intense danmaku rhythm experience.
🔸 DIY Mode: Create Your Own Challenge Runs
Use levels as "cards" to freely combine and arrange them, building your own long-form bullet hell challenges. Save and share presets, and compete with friends for high points!
🔸 Daily Challenge: Fresh Danmaku Combos Every Day!
The game randomly selects different bosses to appear together each day, creating unprecedented mixed battles. Every day brings a brand-new experience!
A Touhou Project fan game made with love for danmaku and its creative potential
Inspired by Impossible Spell Card, but expands with more solutions and player freedom
Light on story, heavy on gameplay—perfect for pick-up-and-play or long challenge runs
Catering to both quick-stage runs and marathon STG experiences
Functions both as a "danmaku art gallery" and a technical proving ground for STG fans
⚠️ Warning: This game contains flashing lights and rapid patterns that may trigger seizures in players with photosensitive epilepsy.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 38 reviews with recorded playtime.
Reviews
很不错游戏,如果能开放玩家上传自己设计的符卡就最好了。(或者说官方周期性举办符卡设计大赛,上传获奖符卡?)
I'm giving a recommends in Touhou solidarity, but I'm not sure if I'm too big a fan of this game, to be honest. Here's the reasons: 1. The patterns don't really lend themselves well to the tight dodging loops that you have to do in real ISC or the other scene games. A lot of them just boil down to bullets moving in weird nonstandard ways, or directional bullets such as arrows that are pointed in one direction but move in another. It doesn't look great and doesn't play well either. Trying to NI seems really unbalanced, in stark comparison to ISC. Some of the spells are just 5 maingame spells mashed together which is questionable design. 2. The multiboss scenes don't mesh well, same problem as VD. 3. Using the tracks from the source games feels weird and I don't like it. Those tracks weren't designed for scene games and it shows. 4. The item system was kind of whatever because the "tank hits" item is so powerful you can just use that, attempt some halfhearted dodging, and get through pretty much every scene. Overall, as a peer scene game released around the same time, I'd say Flickerframe Shutter Festival much more worth the money if you're deciding between the two games.
Imagine a "scene danmaku shooter" with DIFFICULTY selection. Yeah. This is THAT good. Definetely DO give it a try even if you're retired/newbie stg player. A LOT of fun!
魔理沙版弾幕アマノジャク。 難易度選択があるのがとてもありがたかったです。 EXクリアしても何も起こらないんだけどこれでクリアなのかな……?
打传说中的五爪龙之十二秒宪法炸弹花蝶风月小町天琴偷拍者结界之金阁寺的天花板给我整红温了。 辣鸡游戏。
我有异遇证.jpg 弹设很有意思,也认识了其他一些作品,第九日的那两个长条名字看到了直接笑出来了哈哈哈哈 又可以简单又可以很难有挑战性,非常推荐 (要是新曲子再多点就好了(小声))
The game is enjoyable, if players do not serious about art assets, sound assets and game balance. I like derivative works of derivative works.
豪玩,让我想起玩蔚蓝的爽感 这一作的门槛是真的低,像我这种完全不会打飞机的人都能玩的很开心
[h1]东方同人评测:东方异遇证[/h1] 之前有人问过我,如果刚入坑东方,想要有所提升应该怎么玩。之前的话我一般都会推荐去打绀珠传无欠nnb,但是玩了东方异遇证之后,我觉得再推荐的话应该就会是它了。 [b]东方异遇证[/b],非常整活的作品,光名字就初见端倪了。主题内容是把东方资质疏等同人作的资源拿来设计成单卡挑战,有点类似于官方的某些小数点游戏。虽然是偏整活的作品,但是这些单卡的弹幕设计的确是有用心的,而且因为是单卡模式,所以训练成本非常低,重开很快,难度也适中。 在解锁游戏的全场景之后,玩家可以自己挑选符卡并制定顺序,从而定制一次战斗,应该也是可以发给别人玩的。虽然是单机游戏,但这样一来总归是多了一普朗克的社交属性。 原版符卡有一个排行榜系统,但是是根据分数排的,显然不是给新手准备,而是给圈内人自己凹着玩的。此外,游戏里还会刷新每日挑战,其内容和原本的符卡内容有所区别,值得一试。 不过,前文所说的[b]新玩家[/b],[u]指的是已经开始打stg、想要有所提升或是想休闲一下的玩家[/u]。如果是从来没有碰过同类游戏,想从这款游戏开始入坑,那我个人认为效果并不会很好。一方面单卡的形式并不是东方本家的stg模式,从这里入手有可能导致你对混关开炸的理解缺失;另一方面它虽然有一个名为教程的关卡,但其实基本什么都没教。不仅如此,你要是冲着[b]东方元素[/b]来,那就更不能选这个游戏了,因为它引用的角色几乎都是[u]同人作的原创角色[/u]。 总结一下就是,东方异遇证是给略有一些stg游戏经验,并且希望通过练习来获得一定提升,或是想休闲小摸一会的玩家准备的。如果这个游戏可以保持更新,引入更多东方本家角色,加之有特色的弹幕,那最终也许也会成为不想玩传统stg的东方众休闲试水的绝佳选择,否则不会有什么路人缘。游戏价格不贵,才三十几块钱,值得一试。
I'm a big fan of scene games (and I love ISC in particular, too) and this one is pretty good! This game is super snappy and has a brisk, breezy pace to it. A no-item clear of a scene tends to last two or three waves and from 15 to 30 seconds, so around as long as a spell card capture in a normal Touhou game. You clear scenes soon after you figure out what you're supposed to do, unlike ISC or the photogames where you "get" a scene after a few minutes, but end up spending an extra hundred attempts on it because you have to endure seven waves in a row. This has ups and downs - ups being that you're rarely ever trapped on something for too long, and downs being that you can [url=https://files.catbox.moe/6halak.mp4]get lucky a few times[/url] and clear stuff you don't understand. And like ISC, there's a big focus on damage optimization. Your shot has a slight conical spread that you can pseudo-shotgun with. I say "pseudo" because you don't have to be very close to the boss at all to hit with all your shots, but there's still something of a shotgunning element to it: being closer to the boss lets you wiggle around more while still doing max damage, while being farther gives you more space and safety at the cost of damage. In addition, like many fangames, boss movement has little to no RNG and is fully manipulable - the boss moves towards you in most situations. You can use these in tandem to make consistent, satisfying speedkill routes and make these short scenes even shorter. [url=https://files.catbox.moe/u834cl.mp4]Here's a replay of 5-7[/url] that shows off what I mean. What I think really ties everything together is the "EX" scenes, which mash every scene in a level into one mega-scene you have to clear in one go. Each part of an EX scene also has less health than the part it's based on, to make it a bit shorter. It's a simple concept, but I really like it because it's a nice middle ground between clearing every scene once (which is too easy) and learning the entire game for something like speedrunning (which is super daunting), and fits the speedy pace like a glove. If you're on the fence, there's a meaty demo (~30 scenes) that carries over your save data to the full game. Give it a try!
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