Branded with ironic overstatement, this game provides a curious play mechanic -- presenting the player with a precarious written situation, the player gets two options of on-screen buttons to tap on: a large one, promising game-ending failure, or a small one, which, when tapped precisely the requisite dozen, hundred or thousand times (simulating "grinding" mechanics in other games), will progress the story and advance the player to the next plot crossroads.The instructions tell us that the game's primary difficulty, beyond the built-in tedium, is in preventing one's friends from accessing one's game unawares and hitting the big, lurid game-ending button, in which event a player's progress is enshrined as a high score.
[source:mobygames]
Distribution : Retail - CommercialPlatform(s) : iPhone / iPod Touch
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