Emotional war

Emotional war


The game background: In the ancient land of imprisonment, primitive emotion

is a war, to compete for the biological control.Now you must represent the

"happy" mood, to overcome the other negative emotions, for the world to bring

happiness and hope!

The rules: Mood between opposites attract, same-sex repulsion, large people

can eat small volume, mood be eaten will get the score, the greater the

volume score more.Each emotion is eaten after scored differently (score =

volume * Basic scoring, specific scoring please refer to the table

below).Emotional mobile needs to deduct the action force (scores), the larger

the need for action and more.

Victory: Use "happy" emotional eating other emotions.Only a "happy" mood the

game victory.

Failure: there is no "happy" emotional level or the final action force is

less than or equal to 0 the game failed.

Operation: the level selection interface, touch screen can slide left and

right page.In the game using "refers to the two scaling" gesture can enlarge

or shrink the game interface (not too much oh...) the game interface is

larger than the screen when the game can be dragged.

Control of emotion: hold to move mood, drag a selection of moving direction

and intensity of emotion can move.

Achievement levels to "gyroscope" equipment support.
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Free
77
3.9
User ratings
7
Installs
1,000+
Concerns
0
File size
2659 kb
Screenshots
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About Emotional war
The game background: In the ancient land of imprisonment, primitive emotion

is a war, to compete for the biological control.Now you must represent the

"happy" mood, to overcome the other negative emotions, for the world to bring

happiness and hope!

The rules: Mood between opposites attract, same-sex repulsion, large people

can eat small volume, mood be eaten will get the score, the greater the

volume score more.Each emotion is eaten after scored differently (score =

volume * Basic scoring, specific scoring please refer to the table

below).Emotional mobile needs to deduct the action force (scores), the larger

the need for action and more.

Victory: Use "happy" emotional eating other emotions.Only a "happy" mood the

game victory.

Failure: there is no "happy" emotional level or the final action force is

less than or equal to 0 the game failed.

Operation: the level selection interface, touch screen can slide left and

right page.In the game using "refers to the two scaling" gesture can enlarge

or shrink the game interface (not too much oh...) the game interface is

larger than the screen when the game can be dragged.

Control of emotion: hold to move mood, drag a selection of moving direction

and intensity of emotion can move.

Achievement levels to "gyroscope" equipment support.
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