東方憑依華 ~ Antinomy of Common Flowers. Thumbnail

東方憑依華 ~ Antinomy of Common Flowers. similar games & best alternatives

東方憑依華 ~ Antinomy of Common Flowers.

PC (Microsoft Windows) • 2018

Related articles

Quick resume

今度の異変は二人で一人? いまだ煽り続ける都市伝説が新たな異変を引き起こす 今度の異変は二人が一人!?ならば二人で解決するしかない!

Global score

91/100

Genres

Action, Indie

Similar games

    Pros

    • Unique flying and tag mechanics
    • High skill ceiling and combo depth
    • Large and balanced character roster
    • Fantastic soundtrack and art
    • Engaging story mode with lore

    Cons

    • Poor netcode and online play issues
    • Lack of arcade mode and tutorial
    • Some bugs and incomplete story content
    • Limited profile customization
    • Short story mode length

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Competition, Status, Story, Expression. Here, the score leans higher than usual among comparable games on Violence, Story, Fantasy.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Motivations

    • Autonomy
      4

      "Players can freely switch characters during combos and choose spell cards, allowing diverse playstyles and strategic decisions."

    • Competence
      4

      "High skill ceiling with complex mechanics like Perfect Possession and bullet hell elements; players report learning curve and combo depth."

    • Competition
      3

      "Competitive multiplayer exists with matchmaking and tournaments, but netcode issues limit widespread competitive play."

    • Continuation
      2

      "Players report fun gameplay and replay value, but some mention short story mode and bugs that may reduce long-term engagement."

    • Cooperation
      -3

      "Primarily a 1v1 fighting game with tag mechanics; limited evidence of cooperative multiplayer or teamwork beyond tag system."

    • Creativity
      4

      "Unique flying/floating fighting mechanics, tag team possession system, and customizable spell cards encourage creative play."

    • Domination
      Insufficient data
    • Escapism
      3

      "Players enjoy immersive fantasy world of Gensokyo and story mode; serves as a stress relief and engaging distraction."

    • Expectation
      -4

      "Players buy and play out of personal interest and fandom; no indication of obligation or external pressure."

    • Experimenting
      3

      "Players explore various combos, team compositions, and mechanics like possession and spell cards, encouraging experimentation."

    • Exploration
      -2

      "Mostly fighting game stages with some story mode; limited open exploration but some discovery in story and character interactions."

    • Expression
      2

      "Some profile customization requested but limited; players can customize teams and spell cards for personal style."

    • Fantasy
      5

      "Strong fantasy setting with supernatural characters, imaginative attacks, and Touhou lore central to experience."

    • Fellowship
      1

      "Community exists around multiplayer and Discord servers, but social interaction is limited and mostly competitive."

    • Growth
      4

      "Players develop skills mastering complex mechanics and combos; learning curve noted in reviews."

    • Health
      -5

      "Typical sedentary gaming experience with no physical activity elements."

    • Idle
      -3

      "Requires focused attention and continuous engagement during matches; not suited for casual idle play."

    • Intimacy
      -4

      "Minimal evidence of close social relationships; interactions mostly competitive or surface-level."

    • Leadership
      Insufficient data
    • Progression
      3

      "Players unlock characters, spell cards, and story content; some progression in skill and team building."

    • Relaxation
      2

      "Some players find story mode and music relaxing, but fighting gameplay can be tense and challenging."

    • Sensation
      4

      "Vibrant visuals, detailed sprites, and dynamic music provide strong sensory stimulation and excitement."

    • Status
      2

      "Competitive players seek recognition via rankings and tournaments, though limited by netcode and community size."

    • Story
      3

      "Story mode with character routes and lore; some players enjoy narrative, though some find it short or incomplete."

    • Strategy
      4

      "High strategic depth with positioning, tag switching, spell card timing, and combo planning."

    • Thrill
      3

      "Fast-paced combat and challenging boss fights create suspense and excitement."

    • Value
      2

      "Generally considered worth the price by fans; some complaints about lack of modes and bugs."

    • Violence
      4

      "Focus on combat with attacks, spell cards, and destruction; typical fighting game violence."

    • Survival
      3

      "Players manage health and resources during fights; survival through combos and defense is key."

    Last update: 29/04/2026