I don't know why I keep expecting these games to have some kind of narrative hook. Like maybe the wet shirt contest is actually a metaphor for vulnerability or whatever. It's not. You point a hose at tits. That's the whole thing.
The stage has this weird carnival vibe, like someone's abandoned county fair where the only attraction left is making anime girls' white shirts go see through. The mouse aiming feels... loose? Not in a broken way, more like you're actually holding a shitty water gun at a real booth and the pressure keeps fluctuating. First girl stands there almost shy, big eyes blinking, and you're thinking this is too easy. Then the timer starts and suddenly she's darting across the stage like she remembered she left the stove on. By round three I'm chasing these pixel tiddies in figure eights, my wrist doing that thing where you overcorrect and spray the curtains instead. The wet shirt physics are the whole point obviously, fabric going from opaque to translucent in patches, clinging in ways that remind me of every beach episode ever made. There's something almost nostalgic about how unsubtle it is, like those old flash games on Newgrounds before everything got ironic. No crafting system, no dialogue trees, just... target practice with increasingly frantic targets. I wish the arcade cabinet aesthetic was more than just window dressing though. Give me ticket counters, give me a high score board with joke names, give me that one creepy carnie who judges your performance. Instead it's just stage, girls, hose, done. The bigtits tag doing heavy lifting here. And maybe that's enough? I spent way too long on the third girl because her bounce pattern had this hypnotic rhythm and I forgot I was supposed to be, you know, playing. The shooting mechanics are simple but the difficulty curve is real, each new contestant moving like she's dodging actual bullets instead of water. My aim got worse the more I focused which feels like a metaphor for something but I'm too dehydrated to figure out what.