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Arrow keys to control.
Space Bar to interact.
One Chance is a game about choices and dealing with them.
Scientist John Pilgrim and his team have accidently created a pathogen that is killing all living cells on Earth.
In the last 6 remaining in-game days on Earth, the player must make choices about how to spend his last moments. Will he spend time with his family, work on a cure or go nuts?
One chance and slightly more choices
I admit, I really wanted to like. I dug the concept when my brother told me about it because I'm really into shit like Amnesia where the point is to immerse yourself in the game and to react to it realistically. But it's difficult to react realistically here because the game barely gives you any options to act upon. It's either "go to work" or "skip work". I mean, there's one point in the game where a co-worker is going to jump off the roof and your character just sits there like he's reading the New York Times and there's not a guy practically cutting his wrists 5 feet away from him. I would have at least liked the choice between convincing him to come down or pushing him off myself.
But no, the only choice in the game is to go to work or spend time with your family, as if there's no possible way in the world you could split a whole 24 hours between doing both. It feels less like I'm actually reacting to the admittedly heavy situation thrust upon and more like I'm just kind flipping a coin whenever the character can't decide if he wants to see his wife or skip work to fuck the sultry co-worker.
And the situation is pretty unbelievable too. I realize there aren't a lot of plausible end-of-the-world-in-six-days scenarios, but I'm sure you could've picked one a lot better than "release a deadly cure for cancer after we've apparently only spent 30 minutes testing it". You tend to test these things for years, not a day, before actually using them. It's kind of a petty complaint since I realize this was trying (maybe a little to hard) to be an artsy game rather than a believable one, but it still bothered me.
Also, the random song change completely ruined the atmosphere for me. It seemed more like the author just really liked the song and wanted to fit it in rather than a legitimate attempt to enhance the scene. The first song was actually really good and fitting, I have no idea why you wanted to interrupt that. I guess maybe the game wasn't indie enough without it.
Anyway, I do have to give the game props for setting up a fitting atmosphere (aside from the aforementioned song choice) and having an intriguing, if poorly executed premise. The graphical style was also nice in its simplicity even though I've seen the same style used in countless other "deep" flash games. Still the lack of freedom with the gimmick is a huge let-down and I guess if you've never thought about death it can be kind of eye-opening, but for me it was just boring and disappointing.
Thanks for the Game!
(Fuck you, Khorax! U Suck!)
This game was awesome! I just wish you would have given us a replay option. I would have dont better. I actually, accidentally, killed my family
Pure awesomeness. As a I read in another review I can imagine that the only way to "win" is by not regretting your choices - just as in real life. Very well done and the music fits very well.
This sucks sooooooo much, im dying inside trying to figure out the other endings. i guess the the game reall does stick to its title. Even though im extremely disappointed (T_T) about not having a replay feature, im gonna give you a 5/5 for the the bitter suspense... awesome job P.S. i feel like (example) you gave me an awesome cake and before i can finish my second bite, you just snatched it and destroyed it........why????
Good game, very good game
Wow, a story a little sad, finished the game with the good ending, though not as good. They all died and only John and his daughter survived
An addictive and challenging simple math puzzle game
And so it dreamt.
Help Eddie get his watermelon so he can finally spend a nice and relaxing day at the beach
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