
This is a side-scrolling shoot 'em up game set in a beautifully drawn Japanese world where you can slay enemies and bullets with simple controls. Parry enemy attacks and use a variety of special moves to defeat powerful demons and evil monsters.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
敵も味方もみんなえっちでとてもよかったです 普通の弾幕ゲーと比べると弾消したりパリィしたりして干渉手段が多いのがとっつきやすいと思った そんなことより部位破壊で脱がしたり脱がしたり乳もいだりできるのがとてもよかったです 詰まったら骨の子を剝いだりして金稼いで風呂でパワーアップしよう あと回復と死体爆発は道中抜けるのに便利 500ポイントで取得できる技は球を打ち返さないと意味がないぞ 百合百合テニスアタックで敵をバシバシ倒して全員脱がそう 中ボスの鎧の子が一番すき
I love yuri
Yuri Sword Saga is a tightly focused side-scrolling action game that confidently blends traditional shoot ’em up sensibilities with precise sword-based combat. Developed and published by Pico Games, the game presents itself as a fast, reflex-driven experience that emphasizes timing, positioning, and aggressive defense over cautious avoidance. From the moment it begins, it establishes a clear identity rooted in classic arcade design, but with modern polish and an emphasis on mechanical clarity that makes every encounter feel deliberate. Rather than overwhelming players with complex systems or heavy exposition, the game places its trust in raw gameplay, allowing its mechanics and audiovisual presentation to do most of the storytelling. The core appeal of Yuri Sword Saga lies in how it reimagines bullet-heavy action through the lens of melee combat. Players control Yuri, a nimble swordswoman whose primary tool is not a firearm but a blade capable of cutting through enemies and deflecting incoming projectiles. This parry-centric design changes the usual rhythm of side-scrolling shooters, encouraging players to face danger head-on rather than simply weaving around it. Success depends on reading attack patterns, maintaining proper spacing, and striking at exactly the right moment. The result is a combat flow that feels intense but fair, rewarding skillful play with moments of almost balletic precision as bullets are sliced apart and enemy formations collapse under well-timed strikes. Level progression is brisk and well structured, with stages designed to steadily introduce new enemy types and increasingly complex attack patterns. Rather than relying purely on overwhelming numbers, the game challenges players through variation, mixing slow, durable foes with agile threats that pressure movement and reaction speed. Boss encounters act as skill checks, combining dense projectile patterns with aggressive melee pressure that forces players to fully engage with the game’s mechanics. These battles feel less like endurance tests and more like duels of timing and composure, reinforcing the idea that mastery of the sword and parry system is the true path to progression. Visually, Yuri Sword Saga embraces a clean and vibrant 2D aesthetic that draws inspiration from anime and classic arcade shooters. Character sprites are expressive and well animated, clearly conveying movement and attack cues that are vital in a game built around split-second decisions. Backgrounds are detailed without being distracting, providing a strong sense of place while keeping the focus firmly on the action in the foreground. Visual effects are used sparingly but effectively, enhancing the impact of successful parries and attacks without cluttering the screen or obscuring enemy projectiles. This restraint contributes significantly to the game’s readability, an often overlooked but crucial element in high-speed action titles. The audio design complements the gameplay by emphasizing clarity and feedback. Sound effects give sharp, immediate confirmation of successful hits and parries, reinforcing the tactile feel of combat. Music tracks maintain a driving pace that supports the intensity of the action, helping sustain momentum through repeated attempts and retries. While the soundtrack may not dominate the experience or linger long after play sessions end, it fulfills its role well by reinforcing the game’s energy without overwhelming the player’s senses. Despite its strengths, Yuri Sword Saga remains unapologetically focused, and that focus may limit its appeal for some players. Narrative elements are minimal, serving more as atmospheric context than a central pillar of the experience. Players looking for deep character development or expansive lore may find the story understated, though this restraint aligns with the game’s arcade-inspired philosophy. Difficulty can also be demanding, particularly for those unfamiliar with parry-based combat or bullet-heavy action, but the challenge is consistently framed around learning patterns rather than enduring unfair obstacles. In the end, Yuri Sword Saga succeeds by understanding exactly what it wants to be and executing that vision with confidence. It offers a refined, skill-driven experience that rewards practice, patience, and precision, standing out not through sheer scale but through the elegance of its mechanics. For fans of side-scrolling action games, shoot ’em ups, or titles that prioritize mastery over spectacle, it delivers a satisfying and memorable journey that feels both nostalgic and thoughtfully modern. Rating: 9/10
シューティング初心者ですが、やられてしまってもパワーアップしてやり直せるのがよかったです。 理不尽すぎる要素もなく敵も可愛いので全体的にストレスを感じにくいのも好印象。
可以格擋的輕彈幕遊戲,蠻好玩的,而且居然還有和[spoiler]東方[/spoiler]連動!然後糟糕度又更上一層樓了(稱讚 很喜歡這家的遊戲,百合遊戲終於不是單純的對話是真的能玩,而且遊戲性都還不錯,這種製作團隊可以多來幾個嗎555
百合はいいぞ.... 弾幕、切れます。魅力的なキャラクターが多い。特にボスキャラが、でかい、すべてがデカい。 コラボステージも多く、見知ったキャラたちが出てくる。弾幕、切れるんだなぁ。 BGMが和ロックな感じでテンションがあがります。どうやらフリー音源らしい。まじか。 難易度は地獄以外、割と何とかなりました。気合と根性と癖で。 コラボステージ、地獄2つクリアで、6時間くらい
がしゃどくろちゃんが好き
這次直接毫不掩飾的把百合擺上標題 圖片甚至更露骨了(意味深) 由於我不是東方玩家 最後一關即便強化全滿還是吃足苦頭 BOSS階段也太多了 每次看到打贏沒跳成就心裡就涼一截 然後還是沒跳就再涼一截 由於初見新階段總要死個幾次 但是每次重來都要從一階段開始打 中間又幾乎沒有任何回血手段 即便知道前面攻擊模式了也還是很難精準閃過全部彈幕 然後每到新階段都要重複幾次這循環 我的遊戲時間大概有一半以上都花在最後一關 一度也讓我非常想給負評 但給了好像又顯得我很爛 還是算了 一開始有看到媞亞和朵露的圖 以為還是她們的故事 原來直接換主角了 原來百合這兩個字還能這樣解釋?
ボスがおっきくてかわいいです。 おっきいことは、良いことですね。
弾幕STGの経験が殆どなくても、最後まで楽しんでプレイできました 最高難易度もこのゲームに慣れていたらクリアできる塩梅で非常に良かったです こだわりを感じるイラストにも満足
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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