神社的百合香 ~ Floral Aroma in the Shrine similar games & best alternatives

神社的百合香 ~ Floral Aroma in the Shrine

PC (Microsoft Windows) • 2018

Should you play it?

《Floral Aroma in the Shrine》is a short Vision Novel Touhou Project Fan Fiction game. The main story is about a love story of Reimu and Marisa. Player will be playing as Marisa and experience her side of the story happened in Hakurei Jinja.

What works
  • Emotional and touching story
  • Beautiful soundtrack and art
  • Affordable price
  • Faithful character portrayal
  • Accessible to touhou fans and newcomers
Things to keep in mind
  • Poor english translation
  • Short length and limited replayability
  • Minimal gameplay and interactivity
  • Some tonal inconsistencies (fanservice vs. emotional scenes)
  • Technical limitations of rpg maker engine

What to play next

Top picks

Games that feel the closest overall

  • Fox Hime Zero

  • Highway Blossoms

  • To the Moon

  • Necrobarista

  • Your Smile Beyond Twilight:黄昏下的月台上

  • Mhakna Gramura and Fairy Bell

  • Hatoful Boyfriend: Holiday Star

  • Finding Paradise

  • What Comes After

Hidden Gems

Less popular games with surprisingly high similarity

  • Your Smile Beyond Twilight:黄昏下的月台上

  • Mhakna Gramura and Fairy Bell

  • What Comes After

If you liked…

Recommendations by what you enjoyed most

  • Story

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  • Escapism

    Marie's Room

  • Intimacy

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Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

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

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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 (hidden on purpose).

神社的百合香 ~ Floral Aroma in the Shrine: A very typical example of its motivational profile. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Idle, Thrill.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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    "Linear visual novel with no player choices, following a fixed story path"

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  • Competence

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  • Competition

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  • Continuation

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    "Short game (~30-60 minutes) with limited replay value due to single ending and linear story."

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  • Cooperation

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    "Single-player experience focused on individual narrative; no multiplayer or cooperative gameplay."

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  • Creativity

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    "Some exploration and discovery of hidden scenes; mostly linear story and RPG Maker preset structures."

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  • Domination

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    "No elements of exerting control or superiority over others; cooperative and narrative-driven experience."

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    "No elements of exerting control or superiority over others; story-driven and cooperative in emotional tone."

  • Escapism

    Game with the same Escapism vibe

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    "Players use the game to immerse in a fictional narrative and escape real life through emotional storytelling and atmosphere."

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    "Players use the game to experience emotional storytelling and escape into a fictional, melancholic world."

  • Expectation

    Game with the same Expectation vibe

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    "Players engage voluntarily out of interest in story, characters, and yuri themes without obligation or pressure."

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    "Players engage voluntarily out of personal interest in Touhou and yuri stories, not obligation."

  • Experimenting

    Game with the same Experimenting vibe

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    "Gameplay is straightforward and linear with little room for experimentation or alternative strategies."

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    "Gameplay is straightforward and linear with no experimentation or alternative strategies."

  • Exploration

    Game with the same Exploration vibe

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    "Limited exploration of small map areas and unlocking new recipes, but mostly familiar environments."

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  • Expression

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    "Some character customization via story choices, but no avatar or environment personalization."

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  • Fantasy

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    "Set in a fictional Touhou universe with fantasy characters, blending imaginative fiction with real-life advice."

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  • Fellowship

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    "Focus on individual experience; limited social or community aspects."

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  • Growth

    Game with the same Growth vibe

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    "Players may experience emotional growth or reflection through the narrative, though no skill development occurs."

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    "Players experience emotional growth and reflection through the story, though no skill development."

  • Health

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    "Sedentary gameplay with no physical activity or health-related features."

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  • Idle

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    "Requires focused attention to follow story and dialogue; not designed for background or idle play."

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    "Requires focused attention to follow the story; not designed for background or idle play."

  • Intimacy

    Game with the same Intimacy vibe

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    "Strong emotional connection between main characters; narrative focuses on close relationship and bonding."

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    "Strong emotional bonds and intimate relationship between main characters are central to the narrative."

  • Leadership

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    "No leadership or group management elements; story focuses on personal experience."

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  • Progression

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    "Some item collection and story progression, but no complex upgrade or accumulation systems."

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    "Some narrative progression and minor item collection, but no complex upgrade or accumulation systems."

  • Relaxation

    Game with the same Relaxation vibe

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    "Calm pacing and melancholic atmosphere provide a reflective, relaxing experience."

    Capsule for HOW WE KNOW WE'RE ALIVE HOW WE KNOW WE'RE ALIVE

    "Calm pacing and melancholic atmosphere provide a reflective and soothing experience despite emotional heaviness."

  • Sensation

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    "Pleasant visuals and music provide emotional stimulation, but gameplay is understated and subtle."

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  • Status

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    "No social status or recognition mechanics; experience is private and personal."

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  • Story

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    "Strong narrative focus with emotional storytelling and character-driven plot."

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  • Strategy

    Game with the same Strategy vibe

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    "No strategic or problem-solving gameplay; purely linear story progression."

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  • Thrill

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    "Emotional tension present but no suspense or risk-based thrills."

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    "Emotional tension present but no suspense or risk-based thrill elements."

  • Value

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    "Highly praised for quality and emotional impact relative to low price."

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  • Violence

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    "No combat or destructive gameplay; focus on emotional and narrative content."

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  • Survival

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    "No survival mechanics or threat avoidance; stable narrative environment."

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Last update: 09/07/2026