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* OnceOriginalNowCommon: When the game was first released in 2013, it was notable for combining {{gacha|Games}}, the IdolGenre, and a RhythmGame that's more than just basic "hit the button on the cue" gameplay, was a smash success for Bushiroad, and paved the way for similar games like ''VideoGame/TheIdolmasterCinderellaGirlsStarlightStage'', ''VideoGame/EnsembleStars'', and ''VideoGame/HatsuneMikuColorfulStage''. However, in the final years of the game, it became evident that a lot of its elements were outdated relative to later games of its ilk: Its insistence on absolutely requiring [[FreemiumTimer Live Points]] to play songs (while other games only use similar resources to multiply rewards, and allow playing songs without said resources), harder songs charging more Live Points to play, upgrading cards requiring tiering events with all the toxic commitment to the game that entails, and multiplayer being limited to events.

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* OnceOriginalNowCommon: When the game was first released in 2013, it was notable for combining {{gacha|Games}}, the IdolGenre, and a RhythmGame that's more than just basic "hit the button on the cue" gameplay, was a smash success for Bushiroad, and paved the way for similar games like ''VideoGame/TheIdolmasterCinderellaGirlsStarlightStage'', ''VideoGame/EnsembleStars'', and ''VideoGame/HatsuneMikuColorfulStage''. However, in the final years of the game, it became evident that a lot of its elements were outdated relative to later games of its ilk: Its insistence on absolutely requiring [[FreemiumTimer Live Points]] to play songs (while other games only use similar resources to multiply rewards, and allow playing songs without said resources), harder songs charging more Live Points to play, some songs only being available certain days of the week, upgrading cards requiring tiering events with all the toxic commitment to the game that entails, and multiplayer being limited to events.
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* OnceOriginalNowCommon: When the game was first released in 2013, it was notable for combining {{gacha|Games}}, the IdolGenre, and a RhythmGame that's more than just basic "hit the button on the cue" gameplay, was a smash success for Bushiroad, and paved the way for similar games like ''VideoGame/TheIdolmasterCinderellaGirlsStarlightStage'', ''VideoGame/EnsembleStars'', and ''VideoGame/HatsuneMikuColorfulStage''. However, in the final years of the game, it became evident that a lot of its elements were outdated relative to later games of its ilk: Its insistence on absolutely requiring [[FreeemiumTimer Live Points]] to play songs (while other games only use similar resources to multiply rewards, and allow playing songs without said resources), harder songs charging more Live Points to play, upgrading cards requiring tiering events with all the toxic commitment to the game that entails, and multiplayer being limited to events.

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* OnceOriginalNowCommon: When the game was first released in 2013, it was notable for combining {{gacha|Games}}, the IdolGenre, and a RhythmGame that's more than just basic "hit the button on the cue" gameplay, was a smash success for Bushiroad, and paved the way for similar games like ''VideoGame/TheIdolmasterCinderellaGirlsStarlightStage'', ''VideoGame/EnsembleStars'', and ''VideoGame/HatsuneMikuColorfulStage''. However, in the final years of the game, it became evident that a lot of its elements were outdated relative to later games of its ilk: Its insistence on absolutely requiring [[FreeemiumTimer [[FreemiumTimer Live Points]] to play songs (while other games only use similar resources to multiply rewards, and allow playing songs without said resources), harder songs charging more Live Points to play, upgrading cards requiring tiering events with all the toxic commitment to the game that entails, and multiplayer being limited to events.
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* OnceOriginalNowCommon: When the game was first released in 2013, it was notable for combining {{gacha|Games}}, the IdolGenre, and a RhythmGame that's more than just basic "hit the button on the cue" gameplay, was a smash success for Bushiroad, and paved the way for similar games like ''VideoGame/TheIdolmasterCinderellaGirlsStarlightStage'', ''VideoGame/EnsembleStars'', and ''VideoGame/HatsuneMikuColorfulStage''. However, in the final years of the game, it became evident that a lot of its elements were outdated relative to later games of its ilk: Its insistence on absolutely requiring [[FreeemiumTimer Live Points]] to play songs (while other games only use similar resources to multiply rewards, and allow playing songs without said resources), harder songs charging more Live Points to play, upgrading cards requiring tiering events with all the toxic commitment to the game that entails, and multiplayer being limited to events.
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* {{Woolseyism}}: [[http://i.imgur.com/1ubXsA9.png The universal server's translation of one of Nozomi's cards homescreen lines]], which in the original was a nod to her KansaiRegionalAccent and would've been quite hard to translate without any translation notes, was pretty well-accepted by the playerbase if only for the fact that is hilarious.

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* {{Woolseyism}}: [[http://i.imgur.com/1ubXsA9.png The universal server's translation of one of Nozomi's cards homescreen lines]], which in the original was a nod to her KansaiRegionalAccent Kansai accent and would've been quite hard to translate without any translation notes, was pretty well-accepted by the playerbase if only for the fact that is hilarious.
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Now an index disallowing examples.


* AcceptableTargets: As per norm to grinding Gacha games, [=KLab=] and ''[=KLab=]'' '''alone''' is ultimately scorned by the players who didn't have their hopes (courtesy of the game's luck system) on getting their wishful [=URs=].
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*** Though more of a FunnyAneurysmMoment; Hanayo's idolized outfit from the Nov. 15, 2015 card is based on Victorian-era dresses that were dyed with arsenic-based pigments, which caused the wearers to suffer and cause an early death. "[=KLab=] hates Pana" indeed.

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*** Though more of a FunnyAneurysmMoment; HarsherInHindsight; Hanayo's idolized outfit from the Nov. 15, 2015 card is based on Victorian-era dresses that were dyed with arsenic-based pigments, which caused the wearers to suffer and cause an early death. "[=KLab=] hates Pana" indeed.
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** Star notes not only do nothing special when hit, but they make you lose a ''lot'' of Stamina if you miss them. This can make players wonder why this mechanic even exists other than to artificially inflate the difficulty of charts.
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Up To Eleven is a defunct trope


*** The Kotori/Maki event was labeled ''Maki Mayhem'' due to the discounted LP for several songs and Maki being best girl for a majority of the worldwide fanbase causing the event cut-offs to be raised [[UpToEleven even higher than the Umi Bloodbath above]].

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*** The Kotori/Maki event was labeled ''Maki Mayhem'' due to the discounted LP for several songs and Maki being best girl for a majority of the worldwide fanbase causing the event cut-offs to be raised [[UpToEleven even higher than the Umi Bloodbath above]].above.
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* SeinfeldIsUnfunny: When the game was first released, it was notable because while idol games like ''Franchise/TheIdolmaster'' existed, ''School Idol Festival'' in particular put more emphasis on the RhythmGame elements, and also combined it with a card-collecting gacha system to make a game unique for its time. Nowadays ''SIF'' has to compete with similar games that are seen as more refined like ''VideoGame/ProjectSEKAI'', as well as Bushiroad's own ''VideoGame/BangDreamGirlsBandParty'' and ''Franchise/D4DJ Groovy Mix'', with these games not only having more groups and characters available but also having gameplay improvements like not making harder songs cost more stamina, not limiting how many songs one can play with the same stamina system, not [[UnlockableDifficultyLevels locking higher difficulties behind "clear the difficulty before it" requirements]] (thus allowing experienced rhythm game players to dive into songs suited to their skill level immediately), and not gating high-rarity cards behind "tiering" events.
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Moving to the split YMMV trope

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* UnintentionalUncannyValley: The May 20, 2019 release of the [[https://i.schoolido.lu/web/static/cards/ur_pairs/2032FumieCleanUR.png unidolized Nishimura Fumie card]] can be seen as unnerving due to how the thighs' anatomy is drawn.
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


* UncannyValley: The May 20, 2019 release of the [[https://i.schoolido.lu/web/static/cards/ur_pairs/2032FumieCleanUR.png unidolized Nishimura Fumie card]] can be seen as unnerving due to how the thighs' anatomy is drawn.
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** The lifebar system in this game is unusually strict by rhythm game standards. In other rhythm games, including ones with exceptionally high skill floors, you can miss something to the effect of 50 or so notes and still clear the song. Here, even missing 7-8 notes in a row will end your run. And you don't regain health just by hitting notes, you can only do so from card skills that have a fixed chance to proc when their conditions are met.
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** The higher the difficulty level you choose to play a song on, the more LP it costs. This is especially evident with Expert charts for B-Sides songs, which cost ''25 LP'', when new players don't even have that much LP capacity! In other words, the harder the song, the fewer times the game will let you play it before you have to recharge your LP. While this was never a popular mechanic, it only stood out even more when later idol games not only let players choose how much stamina they want to spend (with more stamina use multiplying the quantity of rewards) but also allow players to play even without stamina (just without reward multipliers or being allowed to play certain limited-time modes, and even then standard single-player and multiplayer modes are still available).

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** The higher the difficulty level you choose to play a song on, the more LP it costs. This is especially evident with Expert charts for B-Sides songs, which cost ''25 LP'', when new players don't even have that much LP capacity! capacity, which in turn creates a SlowPacedBeginning for experienced rhythm game players. In other words, the harder the song, the fewer times the game will let you play it before you have to recharge your LP. While this was never a popular mechanic, it only stood out even more when later idol games not only let players choose how much stamina they want to spend (with more stamina use multiplying the quantity of rewards) but also allow players to play even without stamina (just without reward multipliers or being allowed to play certain limited-time modes, and even then standard single-player and multiplayer modes are still available).
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** The higher the difficulty level you choose to play a song on, the more LP it costs. This is especially evident with Expert charts for B-Sides songs, which cost ''25 LP'', when new players don't even have that much LP capacity! In other words, the harder the song, the fewer times the game will let you play it before you have to recharge your LP. While this was never a popular mechanic, it only stood out even more when later idol games not only let players choose how much stamina they want to spend (with more stamina use multiplying the quantity of rewards) but also allow players to play even without stamina (just without reward multipliers or being allowed to play certain limited-time modes, and even then single-player and standard multiplayer modes are still available).

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** The higher the difficulty level you choose to play a song on, the more LP it costs. This is especially evident with Expert charts for B-Sides songs, which cost ''25 LP'', when new players don't even have that much LP capacity! In other words, the harder the song, the fewer times the game will let you play it before you have to recharge your LP. While this was never a popular mechanic, it only stood out even more when later idol games not only let players choose how much stamina they want to spend (with more stamina use multiplying the quantity of rewards) but also allow players to play even without stamina (just without reward multipliers or being allowed to play certain limited-time modes, and even then standard single-player and standard multiplayer modes are still available).
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** The higher the difficulty level you choose to play a song on, the more LP it costs. This is especially evident with Expert charts for B-Sides songs, which cost ''25 LP'', when new players don't even have that much LP capacity! In other words, songs you are more likely to fail on can only be played once or twice before you have to let your LP recharge, while you can play easier songs a higher number of times within the same period of time. While this was never a popular mechanic, it only stood out even more when later idol games not only let players choose how much stamina they want to spend (with more stamina use multiplying the quantity of rewards) but also allow players to play even without stamina (just without reward multipliers or being allowed to play certain limited-time modes, and even then single-player and standard multiplayer modes are still available).

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** The higher the difficulty level you choose to play a song on, the more LP it costs. This is especially evident with Expert charts for B-Sides songs, which cost ''25 LP'', when new players don't even have that much LP capacity! In other words, songs the harder the song, the fewer times the game will let you are more likely to fail on can only be played once or twice play it before you have to let recharge your LP recharge, while you can play easier songs a higher number of times within the same period of time.LP. While this was never a popular mechanic, it only stood out even more when later idol games not only let players choose how much stamina they want to spend (with more stamina use multiplying the quantity of rewards) but also allow players to play even without stamina (just without reward multipliers or being allowed to play certain limited-time modes, and even then single-player and standard multiplayer modes are still available).
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** The higher the difficulty level you choose to play a song on, the more LP it costs. This is especially evident with Expert charts for B-Sides songs, which cost ''25 LP'', when new players don't even have that much LP capacity! While this was never a popular mechanic, it only stood out even more when later idol games not only let players choose how much stamina they want to spend (with more stamina use multiplying the quantity of rewards) but also allow players to play even without stamina (just without reward multipliers or being allowed to play certain limited-time modes, and even then single-player and standard multiplayer modes are still available).

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** The higher the difficulty level you choose to play a song on, the more LP it costs. This is especially evident with Expert charts for B-Sides songs, which cost ''25 LP'', when new players don't even have that much LP capacity! In other words, songs you are more likely to fail on can only be played once or twice before you have to let your LP recharge, while you can play easier songs a higher number of times within the same period of time. While this was never a popular mechanic, it only stood out even more when later idol games not only let players choose how much stamina they want to spend (with more stamina use multiplying the quantity of rewards) but also allow players to play even without stamina (just without reward multipliers or being allowed to play certain limited-time modes, and even then single-player and standard multiplayer modes are still available).
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None

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** The higher the difficulty level you choose to play a song on, the more LP it costs. This is especially evident with Expert charts for B-Sides songs, which cost ''25 LP'', when new players don't even have that much LP capacity! While this was never a popular mechanic, it only stood out even more when later idol games not only let players choose how much stamina they want to spend (with more stamina use multiplying the quantity of rewards) but also allow players to play even without stamina (just without reward multipliers or being allowed to play certain limited-time modes, and even then single-player and standard multiplayer modes are still available).
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None


* SeinfeldIsUnfunny: When the game was first released, it was notable because while idol games like ''Franchise/TheIdolmaster'' existed, ''School Idol Festival'' in particular put more emphasis on the RhythmGame elements, and also combined it with a card-collecting gacha system to make a game unique for its time. Nowadays ''SIF'' has to compete with similar games that are seen as more refined like ''VideoGame/ProjectSEKAI'', as well as Bushiroad's own ''VideoGame/BangDreamGirlsBandParty'' and ''Franchise/D4DJ Groovy Mix'', with these games not only having more groups and characters available but also having gameplay improvements like not making harder songs cost more stamina, not limiting how many songs one can play with the same stamina system, not [[UnlockableDifficultyLevels locking higher difficulties behind "clear the difficulty before it" requirements]], and not gating high-rarity cards behind "tiering" events.

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* SeinfeldIsUnfunny: When the game was first released, it was notable because while idol games like ''Franchise/TheIdolmaster'' existed, ''School Idol Festival'' in particular put more emphasis on the RhythmGame elements, and also combined it with a card-collecting gacha system to make a game unique for its time. Nowadays ''SIF'' has to compete with similar games that are seen as more refined like ''VideoGame/ProjectSEKAI'', as well as Bushiroad's own ''VideoGame/BangDreamGirlsBandParty'' and ''Franchise/D4DJ Groovy Mix'', with these games not only having more groups and characters available but also having gameplay improvements like not making harder songs cost more stamina, not limiting how many songs one can play with the same stamina system, not [[UnlockableDifficultyLevels locking higher difficulties behind "clear the difficulty before it" requirements]], requirements]] (thus allowing experienced rhythm game players to dive into songs suited to their skill level immediately), and not gating high-rarity cards behind "tiering" events.
Is there an issue? Send a MessageReason:
None


* SeinfeldIsUnfunny: When the game was first released, it was notable because while idol games like ''Franchise/TheIdolmaster'' existed, ''School Idol Festival'' in particular put more emphasis on the RhythmGame elements, and also combined it with a card-collecting gacha system to make a game unique for its time. Nowadays ''SIF'' has to compete with similar games that are seen as more refined like ''VideoGame/ProjectSEKAI'', as well as Bushiroad's own ''VideoGame/BangDreamGirlsBandParty'' and ''Franchise/D4DJ Groovy Mix'', with these games not only having more groups and characters available but also having gameplay improvements like not making harder songs cost more stamina, not limiting how many songs one can play with the same stamina system, and not gating high-rarity cards behind "tiering" events.

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* SeinfeldIsUnfunny: When the game was first released, it was notable because while idol games like ''Franchise/TheIdolmaster'' existed, ''School Idol Festival'' in particular put more emphasis on the RhythmGame elements, and also combined it with a card-collecting gacha system to make a game unique for its time. Nowadays ''SIF'' has to compete with similar games that are seen as more refined like ''VideoGame/ProjectSEKAI'', as well as Bushiroad's own ''VideoGame/BangDreamGirlsBandParty'' and ''Franchise/D4DJ Groovy Mix'', with these games not only having more groups and characters available but also having gameplay improvements like not making harder songs cost more stamina, not limiting how many songs one can play with the same stamina system, not [[UnlockableDifficultyLevels locking higher difficulties behind "clear the difficulty before it" requirements]], and not gating high-rarity cards behind "tiering" events.
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* SeinfeldIsUnfunny: When the game was first released, it was notable because while idol games like ''Franchise/TheIdolmaster'' existed, ''School Idol Festival'' in particular put more emphasis on the RhythmGame elements, and also combined it with a card-collecting gacha system to make a game unique for its time. Nowadays ''SIF'' has to compete with similar games that are seen as more refined like ''VideoGame/ProjectSEKAI'', as well as Bushiroad's own ''VideoGame/BangDreamGirlsBandParty'' and ''Franchise/D4DJ Groovy Mix'', with these games not only having more groups and characters available but also having gameplay improvements like not making harder songs cost more stamina, not limiting how many songs one can play with the same stamina system, and not gating high-rarity cards behind "tiering" events.
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* FunnyAneurysmMoment: The [[https://i.redd.it/dqsijfprtm2z.png 37th chapter of TenFes (Transfer Student Festival) reveals that Jennifer is afraid of Sayuri posing with a]] '''''[[https://i.redd.it/dqsijfprtm2z.png pair of rifles]]'''''. Given Jennifer's bloodline, this might have been an (unintentional) nod to the controversial school shootings in America.

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* FunnyAneurysmMoment: The [[https://i.redd.it/dqsijfprtm2z.png 37th chapter of TenFes (Transfer Student Festival) reveals FanNickname: Some songs have their own nicknames, such as the following:
** ''Kodoku na Hell'' for Kodoku na Heaven's EX random chart before it was fixed. Even then, it's still a very hard song.
** ''{{Eurobeat}} In Angel'' for Beat in Angel sounding like [[Manga/InitialD something to drift race to.]]
** ''Watashitachi wa Mirai no Han'''AAAAAAAARGH''''' for being ThatOneLevel and for having a layout
that Jennifer is afraid of Sayuri posing with a]] '''''[[https://i.redd.it/dqsijfprtm2z.png pair of rifles]]'''''. Given Jennifer's bloodline, this might have been an (unintentional) nod kills combos even if you prepare for it.
** ''Awaken the Power'' has come to be known as ''Awaken the PTSD'' due
to the controversial school shootings 20 Million Overseas Players Campaign goals of March 2018, in America.which players had to play the song a total of 56 times to complete every goal.
** Certain events also gained Fan Nicknames:
*** The ''Umi Bloodbath'' due to the holiday loveca gift, less days, and Umi being a popular character that drove the event cut-offs very, very high.
*** The Kotori/Maki event was labeled ''Maki Mayhem'' due to the discounted LP for several songs and Maki being best girl for a majority of the worldwide fanbase causing the event cut-offs to be raised [[UpToEleven even higher than the Umi Bloodbath above]].
** A few School Idol Festival players have given the Normal card girl Shizuku Osaka the affectionate nickname "Shizu", which is used on occasion in conversations about her. Another SIF example, "Jenny" for Jennifer.
** "[[https://twitter.com/SatenTsubasa/status/1070596887332306945 "Adult School Activity"]] for the infamous bug in ''~After School Activity~ Next Stage''. Alternatively called "After School Activity ''Nude'' Stage".


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** The [[https://i.redd.it/dqsijfprtm2z.png 37th chapter of [=TenFes=] (Transfer Student Festival) reveals that Jennifer is afraid of Sayuri posing with a]] '''''[[https://i.redd.it/dqsijfprtm2z.png pair of rifles]]'''''. Given Jennifer's bloodline, this might have been an (unintentional) nod to the controversial school shootings in America.
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* DifficultySpike: Nawatobi on Expert mode goes from "I can handle this" in the first part to "OhCrap What the hell is this?" in the chorus.
** There are several difficulty spikes in this game: from standard songs to daily B-sides as a while, from Medium to Hard difficulty, from Hard to Expert, and finally from Expert to Master.
** ''HEART to HEART!'' is one of the most notorious beatmaps in the game for this reason. Not only is it one of the longest tracks in the game at over 2 minutes and 960 beats in Master level, it gets steadily harder as the track goes on, continually adding new and more complicated patterns even in repeated sections, with the hardest part saved for the very end, just when one would think the song was almost over. Other notoriously difficult songs at least let you know what to expect early on.

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** Related to the above, the game offers no reward, not even a CosmeticAward, for obtaining an all-Perfect run, unlike most other rhythm games where getting a perfect score is plausible. Even if you still care enough to try, you'll have to manually keep track of your perfect plays, as score is not indicative of performance alone.

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** Related to the above, the game offers no reward, not even a CosmeticAward, for obtaining an all-Perfect run, unlike most other rhythm games where getting a perfect score is plausible. Even if you still care cared enough to try, you'll you'd have to manually keep track of your perfect plays, as score is not indicative of performance alone.plays until very late in the game's lifespan, where an "All Perfect" notification (that doesn't come with rewards) was finally added.



** Slider notes. They're an interesting game mechanic if you play with your fingers, but brutal if you play with your thumbs at the sides of the screen, which most phone players do. Thankfully, they're relegated to specially marked Master beatmaps.



** The "daily special" songs are infamous for being a challenge even for the most experienced players. For example, Anemone Heart on Easy is rated at six stars (the same as ''some Hard difficulty'' story songs).

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** The "daily special" songs are infamous for being a challenge even for the most experienced players. For example, Anemone Heart on Easy is rated at six stars (the same as ''some some Hard difficulty'' difficulty story songs).



*** January 2018 brought a third, but with a twist. The Kotori/Maki Token event with their travel set outfits was fine on JP, but EN had it concurrent with a regular-play promotion that gave temporary B-side versions of some songs that cut their LP requirements to 1/4 of the regular amount. This meant it was a BreatherLevel for Kotori fans and those who were just in it for the points prizes -- you could get every single one in the first few days without spending any gems at all -- but if you wanted ''Maki'', who was the ranking reward, you were in for a nonstop slog. Given that even people who weren't trying or using gems were ranking up constantly due to the low LP requirements, this event might well raise future cutoffs permanently. Oh, and unlike poor Rin, Maki is EN's most popular character.

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*** January 2018 brought a third, but with a twist. The Kotori/Maki Token event with their travel set outfits was fine on JP, but EN had it concurrent with a regular-play promotion that gave temporary B-side versions of some songs that cut their LP requirements to 1/4 of the regular amount. This meant it was a BreatherLevel for Kotori fans and those who were just in it for the points prizes -- you could get every single one in the first few days without spending any gems at all -- but if you wanted ''Maki'', who was the ranking reward, you were in for a nonstop slog. Given that even people who weren't trying or using gems were ranking up constantly due to the low LP requirements, this event made players worry that it might well raise future cutoffs permanently.permanently (and some would argue it did). Oh, and unlike poor Rin, Maki is EN's most popular character.



** By and large, Story songs are not that difficult...except for Wild Stars on Hard. It opens with a hold-note ladder where the holds are only a minuscule bit longer than an ordinary note, and only gets worse from there, featuring some infamous double-tapping. It's so deceptively hard that the Expert Mode version is considered to be ''easier''.

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** By and large, Story the songs that are linked to the early game's main story are not that difficult...difficult... except for Wild Stars on Hard. It opens with a hold-note ladder where the holds are only a minuscule bit longer than an ordinary note, and only gets worse from there, featuring some infamous double-tapping. It's so deceptively hard that the Expert Mode version is considered to be ''easier''.



** Both Hard and Expert mode of ''Koi no Signal Rin rin rin!'' are extremely hard to full-combo.

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** Both Hard and Expert mode of ''Koi no Signal Rin rin rin!'' are extremely hard to full-combo.full-combo, even if you regularly play on harder difficulties.
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** Jennifer, for being the MsFanservice of the game.
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* FandomRivalry: There's a bit of one between ''LLSIF'' players and players of other {{Rhythm Game}}s. The former defend the game because of its comparatively large amount of lore that many rhythm games don't have, while the latter see ''LLSIF'' as a PayToWin game that, by nature of being a mobile [[AllegedlyFreeGame free-to-play]] game, can't be played in situations where Internet access is not available (such as on a plane that doesn't have in-flight wifi, or on a fully-depleted cellular data plan) and severely limits how many songs the player can play before needing to let the game rest.

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* FandomRivalry: There's a bit of one between ''LLSIF'' players and players of other {{Rhythm Game}}s. The former defend the game because of its comparatively large amount of lore that many rhythm games don't have, while the latter see ''LLSIF'' as a PayToWin game that, by nature of being a mobile [[AllegedlyFreeGame free-to-play]] game, can't be played in situations where Internet access is not available (such as on a plane that doesn't have in-flight wifi, or on a fully-depleted cellular data plan) and severely limits how many songs the player can play before needing to let the game rest.[[note]]The latter has become increasingly offset by the game being very generous with LP-restoring Sugar items, to the point that a long-term player can easily acquire enough so that the LP bar no longer matters.[[/note]]



* GameBreaker: Rhythmic Carnival's collaborative scoring mechanics turn four specific event SR cards into this (Bear Honoka, Panda Nico, Nurse Kotori, and Cheerleader Umi). Each of them has an ability that adds extra score if a certain number of points are scored, which means that in an entire room of 20-100 people all contributing to the score, that number can multiply up very quickly. This exploit has become so well-known that it's common for a user to just pick a random team without any concern for scoring and reap the benefits of a maxed out 999% score courtesy of one or two users.

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* GameBreaker: Rhythmic Carnival's collaborative scoring mechanics turn four specific event SR cards into this (Bear Honoka, Panda Nico, Nurse Kotori, and Cheerleader Umi). Each of them has an ability that adds extra score if a certain number of points are scored, which means that in an entire room of 20-100 people all contributing to the score, that number can multiply up very quickly. This exploit has become so well-known that it's common for a user to just pick a random team without any concern for scoring and reap the benefits of a maxed out 999% score courtesy of one or two users. They were nerfed to only go off 12 times in an entire song for that reason.
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** Later in the game's lifespan, the game introduced daily missions that required you to achieve a Full Combo with a full team of μ's or Aqours in order to get 1 Love Gem, and a weekly mission that required 15 Full Combos a week for another. This was widely reviled by the player base for introducing a PlayEveryDay mechanic where there was none previously, one that was often difficult to achieve during normal play and forced many players to go out of their way to clear songs on Easy just to get the Love Gem. Plus, if you didn't have cards of every girl, you couldn't complete the missions. It got even worse when the missions required you to Full Combo 3 songs every day, and 30 a week, which was regarded as very tedious, especially since going for the Weekly mission meant that in practice, you'd need to clear an average of 5 songs every day rounded up. Eventually, Klab relented and the missions were reduced to a single Full Combo every day and the team-specific missions only requiring the song to be cleared, regardless of combo rank.
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* GameBreaker: Rhythmic Carnival's collaborative scoring mechanics turn four specific event SR cards into this (Bear Honoka, Panda Nico, Nurse Kotori, and Cheerleader Umi). Each of them has an ability that adds extra score if a certain number of points are scored, which means that in an entire room of 20-100 people all contributing to the score, that number can multiply up very quickly. This exploit has become so well-known that it's common for a user to just pick a random team without any concern for scoring and reap the benefits of a maxed out 999% score courtesy of one or two users.
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Info consistency about language-version merges


*** In March 2021, almost 7 years after the release of the Global version, it will be merged with the JP version of the game.

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*** In March June 2021, almost over 7 years after the release of the Global version, it will be merged with the JP version of the game.
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** On a related note, some songs have a nasty DifficultySpike in between Normal and the harder levels. Woe betide the beginner who full-comboed Eien Friends on Normal, decided to play on Hard, then wondered why his screen resembled something from ''VideoGame/TouhouProject''.

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** On a related note, some songs have a nasty DifficultySpike in between Normal and the harder levels. Woe betide the beginner who full-comboed Eien Friends on Normal, decided to play on Hard, then wondered why his screen resembled something from ''VideoGame/TouhouProject''.''Franchise/TouhouProject''.
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** The way scoring and GameplayGrading work is a major deciding factor on whether someone continues playing or uninstalls it after one song. Players introduced to the game's "better idols = better score" system will either quit in disgust and write the game off as PayToWin, or shrug it off as typical [[AllegedlyFreeGame "free-to-play"]] fare and keep going. While some argue that the game still requires a lot of skill to be able to get high scores, others point out that skill can only carry the player so far, as a team's attributes will dictate the maximum score possible. A player with max-level [=SRs=] and [=URs=] very much has an S-rank within the realm of possibility on any chart, but for a new player who only has lower-level [=Rs=] and [=Ns=], an S-rank is ''literally impossible'' on harder charts; see the "all Perfects and a C" meme above. It's not the most crippling thing in rhythm games, but it does force players used to the concept of skill alone determining score to adjust their mindset in order to enjoy the game.

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** The way scoring and GameplayGrading work is a major deciding factor on whether someone continues playing or uninstalls it after one song. Players introduced to the game's "better idols = better score" system will either quit in disgust and write the game off as PayToWin, or shrug it off as typical [[AllegedlyFreeGame "free-to-play"]] fare and keep going. While some argue that the game still requires a lot of skill to be able to get high scores, others point out that skill can only carry the player so far, as a team's attributes will dictate the maximum score possible. A player with max-level [=SRs=] and [=URs=] very much has an S-rank within the realm of possibility on any chart, but for a new player who only has lower-level [=Rs=] and [=Ns=], an S-rank is ''literally impossible'' on harder charts; see the "all Perfects and a C" meme above. It's not the most crippling thing in rhythm games, but it does force players used to the concept of skill alone determining score to adjust their mindset in order to enjoy the game. This is offset by the fact that the game does have a separate grade for combo length.

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