The problems? Where to start! For one, the anger gauge is common to all students, not just the one you annoy, which removes a nuanced strategy from the table and makes the game design feel all-the-more shallow. It’s also annoying that once they begin throwing things at you, more than anything your survival will be based on luck. They’ll gladly hit you from behind, where you’re unable to see and there are no in-game systems warning you of something being flung your way. So not only is the experience sorely lacking in anything resembling fun, it’s also shallow, lacks any serious ambition, and is completely pointless.