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  • Ass Pull: Beniko being a computer genius and hacking the control room during the final chapter comes right the hell out of nowhere with little forshadowing.
  • Difficulty Spike: The shooting segments start out easy enough in Chapter 1, and Chapter 2 is fairly straightforward assuming you max out your ship and keep up a steady stream of fire. Then Chapter 3 hits and shows that Yurukill doesn't mess around, with tricky enemy patterns and a boss that fills up the screen with bullets and traps. Better get those extra lives in the quiz section beforehand, you'll need them.
  • Narm: Yurukill was made with a tight budget, and it shows, since there are events happening without any visual representation, like: Raita being stabbed, Izane cosplaying offscreen (and even asking Gentoku how she looked), the gondolas exploding and the Peeping Toms hacking the control room and fighting against robots during the climax.
  • Nightmare Fuel: The Explosive Leash around the Prisoners' necks that can be used at anytime by their Executioners. Especially if their Executioner is trigger-happy like Rina during Chapter 1.
    • Crossing over with Paranoia Fuel, Yurukill Inc. is a mysterious multibillion yen corporation with ties to Japanese politicians and the law system. You could be set up for a crime, spend a lengthy time in prison, just to be unwillingly drafted into a Deadly Game against your will for the entertainment of unseen billionaires.
    • Mr. A's room in the final chapter. Assuming it's a one-to-one recreation of his actual apartment, he's utterly obsessed with Hanaka and has posters of her all over his room. He also has a metal cage in his apartment. Who knows what he was planning to do with Hanaka if Oka didn't step up to save her.
  • Special Effect Failure: The character models opening their mouth to speak even when they're only thinking or sighing.
  • Uncertain Audience: Being a Genre Mashup between a murder-mystery Room Escape Game and a Vertical Scrolling Shooter (of all things), this is a given.

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