File: warrio-ware-sexgame.swf-(1.35 MB, Hentai)
[_] [g] Anonymous 08/31/12(Fri)10:32 No.1755355
Marked for deletion (old).
>> [_] Anonymous 08/31/12(Fri)11:05 No.1755372
some games are so nonsensical theyre impossible to beat
>> [_] Anonymous 08/31/12(Fri)11:14 No.1755375
The boss stage is fucking impossible, what do you even get for winning anyway?
>> [_] Anonymous 08/31/12(Fri)11:35 No.1755383
>>1755375
Alright, I finally beat it after replaying it a billion times and memorizing everything (the boss
stage never fucking ends).
Don't play it, it's not worth it, after the "catch Lynda" game there's no more sex, unless you
count a pair of giant disembodied, badly drawn tits (not worth it).
Just leave this one..
>> [_] Anonymous 08/31/12(Fri)11:50 No.1755393
>zero reaction time
>get up to amys foot
>immediately lost every game after
>> [_] Anonymous 08/31/12(Fri)14:44 No.1755534
no idea what to do at the bridge with toad
>> [_] Anonymous 08/31/12(Fri)14:50 No.1755538
Why do keep people posting this broken crap?
>> [_] Anonymous 08/31/12(Fri)15:04 No.1755548
Great premise, awful execution.
If you're going to make a hair trigger reaction game, make sure your code allows for hair trigger
reactions. This is not a complicated concept. If you simply don't have to skill to do that,
compensate by either A) Allowing more time to react or B) Make failing less punishing
(checkpoints and whatnot).
It might be forgivable if the rewards were fantastic, but they're pretty shit. When making a
game, build the first level first, the last level second and then do everything else in whatever
order is the most logical.
That way, if you're suddenly struck by not giving a fuck, your game doesn't go downhill so fast
as to end in shit (as this one does), it simply has a valley that can be forgiven by most gamers.
Game design 101, this is not difficult stuff.