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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?
the game has a GREAT story and i do like the "one chance" idea, but it kinda deletes the purpose of a game. the game should have a replay option, you can only play once and once everyone does the game would kinda be forgotten and obviously never played again.
Wouldn't adding a replay button delete the purpose of having one chance?
No, it's not okay that you did that.
Building in a contrivance does not make a gameplay experience engaging.
The entire reason that media works as it does is that it can be examined. Books, movies, television, radio, GAMES; they can be expounded upon, added to. They can become something far greater than the author's intention simply because they can be taken under the microscope. We, the audience, can explore your work. Dive deeper into character interactions and apply actual social contexts to them. That's how work grows.
But you deny us this.
Instead you try to artificially anchor the player to an emotional tie with characters that are frankly bland and uninteresting. It's just the most predicable shit ever. "WHOA BROSEPH! CHOOSE YOUR OWN DESIRES OR THE GREATER GOOD!"
I totally pressed the space bar at work and it turned out that this was more helpful than getting shit faced. Who would have guessed.
At the end of the day, I had one chance. That's all I needed to know that I had just wasted nearly ten minutes of my time. I could have replayed it, yeah. But I didn't.
I didn't replay it because I don't care. I don't care about nameless wife. I don't care about random suicidal co-worker. and I most certainly do not care about my daughter, aka "Isn't children dying kind of sad? D:"
You can't make a game like this and not invest more time into the storytelling. That's what drives games like this. It's what makes them worthwhile at all. As it stands it's just another generic tale focusing on black and white moral decisions whose consequences you can see coming from a mile away. It's just bland and lifeless. It needs to either have some significant meaning or be so abstracted as to have no meaning at all.
And don't try that "It isn't supposed to have meaning." bull shit with me. You, as the author, don't determine what a person takes away from your work. Your job is to lead them to a conclusion, not to determine it for them.
We consume media and output results. Every time. That is the process. Recognize that and you will be all the better for it.
My point is that the writing sucks and you don't justify your gameplay quirk at all. It just comes off as feeling forced. Actually take sometime out for people to become invested in your characters before dropping heavy shit on them. Don't just fucking expect people to pick up on assumed relationships and then ask for them to care when something bad happens.
Although i guess you totally did that and it totally worked. I'm probably just expecting too much out of people.
While I'm flattered that you've taken your time write this review, I can't help but feel you're expecting way too much from me. It's a 10 minute game, drawn on MS paint, where the main character doesn't speak.
No. I'm not a writer. The story I "wrote" was only a vehicle for the idea I had. However your first paragraph has explained what exactly has happened with this game. People are infact taking away deeper meanings than I ever intended by putting the game under a microscope. With such little plot or content, theres not much else to do with it.
One morning I woke up feeling kind of hung over, I went to the hall and my wife told me that it was an important day at work but I forgot why. I went outside to get the newspaper and go to work and then I remembered why it was such an important day, I had cured cancer. I went to work and there was a celebration for me. The next day I went to get the paper and found that my "cure" was actually killing all living cells. I got scared and went to work to see what exactly was happening. When I got to my lab I found it was locked, so I went to see Matthew who sometimes hangs out on the roof. When I got there he jumped off. The next day after a press confrence with the president I went to work although there really wasnt much reason to go now. When I got there the boss offered to let me go home but I didnt want my family to die so I stayed and worked on a cure. The next day I planned to stay home but my boss and coworkers told me they had a breakthrough so I went. The next day I went to work and worked on the cure. Annie wanted to be with me but I decided to work on a cure because I wanted my family to live. When I got home I saw blood under the bathroom door. When I went in I saw my wife had killed herself. The next day I was depressed and decided to go to work and kill myself, but when I saw my daughter Molly I decided to work on a cure to save her. We went to work and I progressed in my work on the cure. The next day Molly wasnt feeling well and I realized that she was dying so I went to work and worked harder then I had ever worked before and finally I had the cure. I injected her with it and saved her life. Finally later that day at the park I finally had a chance to think, I realized that her and I were probly the only survivers and I felt scared as I thought of the future.
If you want to play again: right click>configure>set memory to NONE. The smartass author can't keep us away from playing as many times as we wish. Great game btw.
common i REALLY wanna play it again and get the real ending!
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