FIRST DO THIS : if you're playing the game, go into service mode (hold start in retroarch/fbneo, use the service button in MAME). Go to Configuration, select C Button and enable Full-Auto. Some techniques depend on this.
A Quick Intro

^ Guwange's HUD. The most important parts are the [Skull Meter], and the [Coin Chain] right below it. The ballz in the top left corner are your bombs. Also not visible here is your health meter - it's in the bottom left corner.
Guwange has 2 main goals - get as many coins as possible, and prevent the [Skull Meter] from running out in order to keep your [Coin Combo] going.
How you achieve this can be broken down into several rules of thumb, ordered by importance :
- You wanna scoop up large clusters of bullets with your Shiki. Touch them, turn them pink, then kill any enemy with your Shiki to convert that pink mess into coins and enjoy the resulting golden shower. Bigger enemies tend to be the most obvious & lucrative Scoop Fodder.
- You want to fill up your Skull Meter until it flashes gold & kill groups of small popcorn with your normal shot. Anything killed with normal shot will drop more gold coins. Sections with large swarms of bats, archers, etc. are usually good for this.
- You want to get to 1000+ coins ASAP and stay there. Then use the Spirit Flux™ aka Coin Pumping™ technique - shooting enemies with your normal shot when your Skull Meter is flashing gold will give you extra coins. Bosses in particular are great for this type of milking. To do this effectively, hold down your full auto button and tap your normal shot button in a rhythm. If you see coins fall out and hear some dinging, then you're doing it right.
The game's chaining, despite being scary-looking, is actually very forgiving. If your goal is to just keep a chain going, your main obstacle will be a small handful of difficult links & bosses. The main challenge of the game isn't the chaining - it's maximizing coins while chaining.
Here's a more detailed guide on Guwange's mechanics, it might clarify some stuff in my review, but if you aren't already familiar with the game then it might be too much info being dumped at once.
With that out of the way, let me begin by saying :
Guwange Is The Best Cabal Shooter Ever (By Far)
The game's Shiki mechanic works like a much more robust & dynamic version of the crosshairs you see in Cabal Shooters like...well...Cabal (also Blood Bros, Wild Guns, NAM-1975, Sin & Punishment, etc).
Cabal shooters often let you delete enemy bullets by shooting them. Guwange takes this and builds on it. Instead of shooting them down directly, your crosshair slows them down. Actually deleting them requires you to kill an enemy with your crosshair. This takes a rather boring universal mechanic, and makes it highly contextual - enemy spawns & the surrounding environment dictate whether you can cancel bullets or not, and dictates how you do this.
Instead of the game being split into 2 layers, background and foreground, the game keeps most of its objects on the same layer. Bullets & enemies don't become a threat briefly when they enter your plane, they are always a threat to some extent. The game doesn't limit its interactions by locking them to a fake Z axis, everything that exists is a meaningful interactive element.
It also has a fantastic example of Double Edged Design - enemies are resources used to cancel bullets, similar to how you can use enemies as resources for iframes in 2D beat 'em ups. Because the cancel only happens within a short range however, the designers can simply use its level design to get around whatever small defensive barrier you create - you have clear limitations that they can exploit. And you will run out of enemies soon enough anyway.
Coked Up Pacing
The other thing that really elevates Guwange in my eyes not just above Cabal Shooters but even most other shmups is its insane pacing. The game has no chill - enemies spawn non stop, waves overlap if you don't quick kill them, bullets quickly fill the screen unless you're proactive in canceling them.
Even stage transitions don't let you rest. You get maybe 5 seconds of relaxing, before being immediately assaulted by enemies & having to keep your chain going. It's a game which doesn't let you disengage and immediately overwhelms you if you're not ready, and that's truly beautiful.
High Pressure Tug of War
Guwange's scoring is a game about constantly juggling different things that help you achieve the same end - all of which are quickly running out at different rates! It's a game where nothing is free, all you can do is minimize the negative cost of choices.
You want coins, but they drop in different locations and constantly require you to reposition because otherwise they'll leave the screen. However, you can't reposition willy nilly because you always need to keep your offense going - trapping bullets with your Shiki to cancel them, precisely timing kills, shooting enemies before they also leave the screen.
At the same time your Skull Meter is constantly depleting and DEMANDS BLOOD. But feeding it means killing enemies, which are your main Bullet Producers and, as a consequence, source of coins. You cannot hover over enemies with your shiki without damaging them, and even isolating single stray bullets isn't exactly free - sure you might not be damaging enemies with your Shiki, but your character's still shooting their normal shot, potentially killing enemies right above you, ones which you wanted to leave alive.
Even the extent to which your Skull Meter's filled matters - you can't get coins by normally shooting enemies unless you have 5+ skulls, and maxing out the skulls gets you more coins.
Everything has a cost, every system & mechanics is very tightly interlinked, they all feed back into the spacing game. And you will exist in a constant state of stress, trying to juggle all of this shit while dodging nasty patterns.
Variety & Context Sensitivity
Like Psyvariar Revision, Guwange ties its scoring mechanics directly to its most varied & engaging gameplay elements - the enemy bullets and enemy spawns themselves.
By detaching its "grazing" equivalent (Shiki rubbing bullets to slow them down) from your hitbox & player object, it captures a lot of the dynamics I talked about in my Psyvariar Review and even adds some unique ones by forcing you to kill enemies to cash out on all your "grazing".
- You will trace bullets with your Shiki in line, curve & circular patterns
- You will keep as many bullets as possible "trapped" before you cancel them all
- You will "wipe" bullets like a windshield wiper
- You will try to line up your Shiki with an enemy's center, so the entirety of a circular pattern gets canceled
- You will time your Shiki's movement so you can cancel as much bullets as you can before killing an enemy - move too quick and not enough will come out, move too slow and they'll spread out too much to be "trapped"
- You will strategically pick which enemies to kill, which to leave alive so you can optimize your tracing "paths", because without enemies you can't "cash out"
Each of the game's screens genuinely feels very different in terms of the strategies you have to use, and even tiny differences in popcorn placement around the same big enemy can make for a massive change in how you approach the encounter. For example, if Stage 1 didn't have little spear dudes come out of the big tower/turret, players wouldn't trace its path several times and would instead just trap as many bullets as they can and quick kill it.
The same cluster of popcorn can require very different strats just based on how many bullets they shoot in total, where they shoot them, and how frequently. Everything's connected.
C A T S P I D E R
Like with Psyvariar Revision, Guwange's boss milking is also a highlight of the game - each one feels very different and intense.
Bosses have some universal rules of thumb - you want to use the [Spirit Flux/Coin Pumping] technique to constaintly gain coins by shooting bosses. You also want to keep your [Skull Chain] up without damaging the boss - either by killing objects that the boss releases, or by keeping some bullets trapped.
The dreaded Cat Spider is the boss that best highlights how crazy Guwange's boss milking is. Its second phase is absolute hell of tracking randomly bouncing ballz that you have to destroy, picking up coins that killing those balls generates, keeping an eye on your chain making sure it doesn't fully drop, dodging fast bullets at full movement speed and reading the nightmarish, heavily randomized arrowhead patterns in between. It's all heavily randomized. And it gets harder on each repetition because the bullets get faster & denser.
RNG & Counterstop
Unfortunately, as good as Guwange is, it's also a very messy game. The game is full of RNG. While most of the time, this averages out over the course of a run, some instances of it are particularly nasty. It starts near the beginning of stage 1 and doesn't truly let up - which direction the big tower/turret rotates is random which can make you miss out on a lot of coins. Stage 2 has the whales with seemingly randomized shot order. Bosses are full of overlapping RNG across the board.
Another big turnoff is that the game has a counterstop. Amazing players will reach 99,999,999 puntos and basically cap the scoring system. This isn't as bad as it seems though - it's extremely difficult to do, and because the game essentially has 2 representations of score in the form of your main points & your coins, you can simply start optimizing coins themselves instead of score.
One benefit of the counterstop is that it slightly helps alleviate some of the nastier RNG - as long as you get to the counterstop, you're good.
Conclusion
Guwange is an incredible game that has been a massive influence on me personally, and one that I appreciate more & more as I get better at it & learn more about it. It's very unique, it's very intense and it's very well designed.
If you've ever enjoyed timer/cooldown/resource juggling in Overcooked or RTS (maybe MMO cooldown management?), Guwange may tap into a similar kind of appeal - give it a shot, you might fall in love!
Extra Notes
The 1000+ coin mechanic is really fun and I kinda wish it was an element during more of the game. Not being able to milk coins by shooting enemies makes the first stage feel very distinct, and getting to 1000+ coins is not only a great tangible way to see your progress as a player, but also gives a really exciting "cash out" moment. A single stage mode which starts you at 0 coins would be amazing for this type of thing.
The game has a lot of nuances to how the Shiki works. For example, the bombs it drops are delayed, so you can do all kinds of crazy shit by for example hovering over an enemy, then moving away before the bomb drops, and then timing a big cancel just as the bomb hits its target. You should check out some high level replays, they're full of all kinds of really cool subtle tricks.
