SHINORUBI Reviews
Inspired by classic Japanese shooting games, SHINORUBI is a pure dose of adrenaline and frenetic arcade action with all the best aspects of Japanese bullet hell games, optimized for modern PC in ultra HD, all in a polished, accessible with many levels of difficulties.
App ID | 1665900 |
App Type | GAME |
Developers | Last Boss 88 |
Publishers | Last Boss 88 |
Categories | Single-player, Steam Achievements, Steam Cloud, Full controller support, Remote Play Together, Remote Play on TV |
Genres | Indie, Action, Early Access |
Release Date | 19 Jan, 2022 |
Platforms | Windows |
Supported Languages | English, French |

4 Total Reviews
2 Positive Reviews
2 Negative Reviews
Mixed Score
SHINORUBI has garnered a total of 4 reviews, with 2 positive reviews and 2 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for SHINORUBI over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
78 minutes
Quick first impression.
The good :
- Great visuals
- Fantastic soundtrack
- Nervous gameplay inspired by the best danmakus out there
- Very good level of overall quality. You really sense the love and passion that has been put in this game.
The bad :
- That's the only thing that bothered me while playing. But it's potentially a big problem, especially when you increase the difficulty : the game really begs for a Tate mode. I love vertical shooters, but in landscape format it is kind of awkward. It always feels like you miss a part of the screen and you see the enemies at the last moment. The pattern of bullets don't have enough time to deploy and will often corner you instead of letting you a way to live. It is frustrating that you have a lot of horizontal freedom, when in vertical scroll, what you really want is vertical freedom and don't want to wander too far on the sides.
I saw the game will have a "Pink Label" release for Exa Arcadia in Tate mode. I really hope to see it on steam one day.
- The game is beautiful, but doesn't really stand out in term of design (all enemies looks the same, no new mechanics, the backgrounds are not memorable)
- Menus could be simpler (all those squares and different screen seems superfluous)
All in all, an awesome shmup. A true hidden gem that really surprised me from an anonymous studio. We are really not far of the level of refinement of a Crimzon Clover.
Really cool I really hope to see it grow and get even better (and TATE Mode plzzz).
👍 : 0 |
😃 : 0
Positive
Playtime:
395 minutes
Super fun and accessible shmup with awesome art. A couple of the late bosses have some patterns that need work, they are too fast with no real way to evade. Other than that I wish the game was zoomed out just a tad. Would recommend but unless your really like shmups the price may be a bit steep.
👍 : 0 |
😃 : 0
Positive
Playtime:
47 minutes
The games does not see Fight Sticks inputs (tried three different ones and some game pads as well).
Playing bullet hell game on keyboard is retarded.
👍 : 11 |
😃 : 2
Negative
Playtime:
114 minutes
This game is a lot of fun. Must own if 'shootemup' fan. Boss music is awesome. https://www.youtube.com/watch?v=UKp6Hl8gqQY&t=1049s
👍 : 2 |
😃 : 0
Positive
Playtime:
388 minutes
Game is excellent and very polished. Good enemies, bullet patterns and sounds. Recommended if you are a bullethell fan.
👍 : 3 |
😃 : 1
Positive
Playtime:
151 minutes
Review in two languages (ENG and PT-BR)
This game is truly a next-gen shmup! The soundtrack.. OMG... emotional, original and addictive. Gorgeous graphics based on pre-rendered objects. The projectiles, bonuses and items are very well presented and stand out very well against the background, in addition to the fact that there is a great variety of them. The pilots and spaceships are a show apart, both visually and in their super distinctive gameplay. The variation of patterns throughout the stages is good, also counting on indestructible enemies and even some obstacles that need to be quickly dodged. The confrontations with the bosses are very interesting and each one has a different behavior that will demand a good analysis on the part of the player.
SHINORUBI has a super interesting range of game modes, and the coolest thing is that each one is completely different from the other as they end up incorporating core features that go beyond mere rule variations.
The game is still in early access and the developers are receiving great constructive feedback to improve some elements such as the size of the UI, the possibility to disable shaders and adjustment of the camera's zoom level (in my opinion it is still very close making threats appear almost instantly in front of you at certain moments) that with the proper attention and polish, will surely make this title a memorable shmup (and with my hopes that it will become a franchise with many sequels).
...
Esse jogo é verdadeiramente um shmup da próxima geração! A trilha sonora.. OMG... emotiva, original and adictive. Gráficos lindos baseados em objetos pré-renderizados. Os projéteis, bonus e itens são muito bem apresentados e se destacam muito bem do cenário de fundo, além do fato de que há um ótima varidade deles. Os pilotos e as espaçonaves são um show a parte, tanto visualmente como em suas jogabilidades super dinstintas. A variação de padrões ao longo dos estágios é boa, contanto também com inimigos indestrutíveis e até alguns obstáculos que precisam ser desviados rapidamente. Os confrontos com os chefes são bem interessantes e cada um conta um comportamento diferente que vai demandar uma boa análise por parte do jogador.
SHINORUBI contra com uma gama super interesante de modos de jogo, e o mais legal é cada um é completamente diferente do outro pois acabam incorporando funcionalidades centrais que vão além de meras variações de regras.
O jogo ainda está em acesso antecipado e os desenvolvedores estão recendo ótimos feedbacks contrutivos para melhorarem alguns elementos como tamanho da UI, possibilidade de desativar shaders e regulagem do nível de zoom da câmera (na minha opinião ainda muito próximo o que faz as ameaças surgierem quase que instantaneamente a sua frente em certos momentos) que com a devida atenção e polimento, certamente farão desse título um shmup memorável (e com minha esperança de que se torne uma franquia com muitas continuações).
👍 : 9 |
😃 : 3
Positive
Playtime:
9 minutes
Unfortunately, that's a no from me. The reason is twofold: a lack of clarity and a poor sense of feedback.
The visuals are too bright, cluttered, and just straight up weird. Explosions are just a puff of bright whiteness, and it's overall hard to tell what's going on on the screen. A CAVE shmup this is not.
The sense of feedback is also poor, with explosions lacking both visually and in terms of audio.
There might be a decent shmup buried in here somewhere, but the surface is too disappointing for me to go digging any further.
👍 : 14 |
😃 : 0
Negative
Playtime:
61 minutes
Shinorubi's visual design is very striking in short bursts. It's a game that I very much wanted to fall in love with. The medals and powerups pop on the screen, the intro and between-stage screens are well-designed, as is the character art for the different pilots and bosses.
However, the more I played, the more disappointed I became. The art style is vibrant, but there's very little detail differentiating each stage. Each one looks and feels very similar. Most boss fights are you fruitlessly chasing the tail end of a samey-looking spaceship as bullets appear from off screen. There's a distinct lack of character to the bosses when you're fighting them, and because the bullet patterns are just kinda thrown out there, I'm really hard pressed to differentiate one boss from another. I really wish some of the character art from the pilot select screen and the end-of-stage screen showing the boss you just killed showed up more often in the levels. It might go a long way towards adding some personality.
I can see some clear inspirations from other shmups on the surface of Shinorubi, but the finer details really seem to be missed. You have a regular spread shot and a more damaging laser that only marginally allows for slower/more fine-tuned control, but none of the ship movement really feels very good at all. Normally, that slowdown shot is used to pick your way through mazelike curtains of bullets (which Shinorubi often throws your way) but there's still too much momentum to that movement mode for it to be particularly useful. I'm sure I could get better at navigating some of the bullet patterns even with the floaty/imprecise controls, but there's not a lot of substance to motivate me to come back.
It's still Early Access, so hopefully the developers have time to iron out the kinks in the controls. It has been several months since the last update. Maybe they're working on the Exa-Arcadia version or something. I just sincerely doubt we see a significant update to the level or boss designs, which is a real shame.
👍 : 15 |
😃 : 0
Negative