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Dec 2, 2010 | 10:51 AM EST
  • Daily 2nd Place December 3, 2010

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Author Comments

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?

Reviews


ReggieAleeiReggieAleei

Rated 3.5 / 5 stars

does everything end in death?

Considering I can't replay, but I will try to avoid complaining, its not my game. I suppose I will have to erase temp. files again. :P
But really, a great game. I hope to see whats next from ya.



xankxank

Rated 5 / 5 stars

wow!

great story and music addictive enough to replay again to see all possibilties


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frigifrigi

Rated 0 / 5 stars

A very poorly made game

The concept of a cure for cancer turning lethal was a rip off of I Am Legend. You just change it from instead of turning to mindless creatures to just killing everything. It still is a rip off.

The game had very few options to choose from for each day. And when you clicked on an option, it only showed a clip rather than you trying to help to cure the cancer or the other options.

Also, no replay. Not even when I reload the page. A game with no replay = a game you can only play once and thus has no reason to be played at all.

This is a poorly created game that will not last because you can only play it once.



TONIC22TONIC22

Rated 5 / 5 stars

Well heres my story..

This is a good game overall. So there was the big day when everything was okay, went to work and whatever. the second day was a bit of pandemonium, so the cure was turning into a virus, so I went into work in the lab. The next day the wife asked why am I going to go in, but I felt in the game determined to find the cure. Next day, I leave the house to the lab, meet the boss and says, go home and see your family, but I won't have a family unless I find a cure, so to the lab. the next day my wife just stays in bed and my girl asks if no school today. I go to the lab cause the co-workers might be close to the cure.

To no avail, they weren't, came home, my wife either fell victim of the virus or committed suicide. so I took my little girl to work in hopes to find the cure. so on the day after. On the final day, enough was enough for me, I was sluggish and I saw that my daughter was falling victim to, so I took her to the park to enjoy herself, I guess we died there.

I'm not sure what subliminal message you were trying to instill, but I tried my best. Good game.



MordredofFairyMordredofFairy

Rated 2.5 / 5 stars

Uhm...wtf?

Includes Spoilers

Er... "One Chance to save the world!"

So, let me get this right.
He miraculously is not among the first victims despite being at the "source" of the pathogen.
He develops a cure, in the nick of time.
He applies this cure to himself, and his little daughter.
Then he goes to the park and chills while everybody else dies?
How exactly is that saving the world? Will he procreate with his daughter to "save humanity"?

Anyway, aside from story flaws that depend on personal views and preferences, it is a well-made story.

BUT: While inspiring, it IS true that you have very little options of what to do. It boils down to 2 or at most 3 things per day you CAN do. And once you set on the path of "working to save humanity" it's pretty much a no-brainer NOT to skip work doing either of the others.
It would have been more "interesting" if you had multiple choices per day, not affecting your "progress". E.g. if i could work during the day and in the evening go home with my co-worker to cheat on my wife, i'd be more willing to contemplate that than if i lost a day of working.
Or if i had a choice of spending the early morning with my daughter, my wife, or in the church(whatever). Even if there was ANY impact as to wether you try talking with your family every day. As in, your wife kills herself if you don't talk with her as often as possible due to a nervous breakdown, but there IS a chance to talk her out of it(possibly via something else that must be down, such as arranging for a "ad-hoc" romantic dinner(no time for the "real thing") in the evening.). All in all, i like the idea, truly, i do. But i see so much wasted potential here. As said, once you commited to a path, it's all non-choices. If you started working, you will not do anything except work. If you started doing anything except work, you figure out it's pointless to start working late. THAT kind of concept may have worked better with randomized results(So every day you work, your chance doubles to find a cure, but you are not guaranteed one, and even if you slack and come to work only on the last day, you have a miniscule chance of success).
Alas, it is not, it is scripted, and you tried to make it "One Chance only" which further reinforces staying along ONE path, once choosen.

Why you won't allow a "replay", despite the solution being so simple as turning on privacy mode on whatever browser is used, or setting cache to 0, i don't understand. Those who want to play it again, and have a little understanding of computers, can. You are just limiting part of the audience from partaking in the whole of your work. While i understand WHY you decided so, it's not in our nature. This is a GAME, or story. We want that to be different from real life, and if the outcome is in our hands, we want to try again, not always for a better variation, but just to see whats possible. Being able to reach different outcomes through different decisions is a very basis of game design theory.
But then, possibly, you didn't want to make a game, but rather, a piece of art. In that case, as mentioned above, i find the ambience and flavor lacking. If you wanted to tell a story, in an art medium, once, then i'd expect it to be "deeper" and more fleshed out, not just a rollercoaster ride in which you talk, what, less than 10 sentences with your family total?

So yep, i'm divided over this. It's not bad, nah. But it's also not the piece of art other people want to see in it, for me. I guess i don't fully understand why you didn't go all the way there. Including an "interaction" trigger for family members and a few lines of text wouldn't need you to add new mechanics, graphics, whatever, but could add so much more ambience.
"Darling, please, i am afraid. I don't want you to leave. Molly's afraid, too. Please, stay with us, we don't know how much time we have left, but i know i want to spend all the time left to me together with you and Molly...please...i love you, don't go!" makes the wife's suicide if you go to work a lot more emotional than "Do you really have to go to work today?"


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