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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?
Poignant, but unsatisfying.
I'm not really going to talk about the one chance mechanism since I evaded it.
Anyway, first, the good. I liked the atmosphere and the emotion of the game, though I felt the sheer feeling of loneliness could have been better emphasized. I got some of it from the car ride, but since you force the ride on every single day, I began to mostly ignore it. The discovery of what happened in the bathtub was a surprisingly emotional event, for a largely minimalistic game.
Unfortunately, these points are overridden by the fact that none of the endings really help drive in the point, which I presume is that you only have one chance to live life(with the motif of consequence therefore heavily present), with the implication that one should therefore live life to its fullest. Yet none of the endings really support that.
The workaholic ending would logically be the worst, as it favors not living life to its fullest, but has arguably the "best" ending.
Worse still, the family-first ending is extremely unsatisfying. The main problem is that the idea of "consequence" is utterly destroyed since the tragedy happens irrespective of the player's choice. Nothing about what you choose to do causes Jim to act the way he does, and yet only in response to those specific actions does he go on his rampage. Barring chaos theory then, the tragedy is not a product of your actions but of random circumstance and the whims of fate. Hence, unsatisfying. I don't mind not being able to save the family, as the experience of living the last days with them would make me satisfied in feeling that I properly spent my "one chance". The problem is that by having them die violently and randomly instead of alongside the protagonist, you remove any feelings of satisfaction choosing that ending could have had. A better ending would have been dying alongside them, so that your death could be as your life was.
So, what is your message author? That ultimately nothing matters, because no matter what you do you're not going to survive, and the experiences you have will be tainted by tragedy? Because I gotta say, even if that is sometimes represented by real life events, it's a real craptastic message.
would be way more fun with replay option
This game seems pretty much like a rip off. I can't remember the other games name, but it was black/white and instead of 'curing' the world, you kept having to go through each day until the game itself ended. Same mechanics. Immediately I felt like I was playing that game, because it was pretty much the same thing- Arrow keys to move, space bar to interact, with the same settings too. [Home bedroom, Home wife, outside car, driving, work, etc]. It was JUST like going through that game again, so I apologize, but I can't give this a high score. I'll give you a five though, because this DOES have some more and different stuff to it, it's just way too similar for my tastes.
IT was ok.
My guy was sitting on the bench with his daughter. With OPEN EYES and then nothing happened?!
how do you restart the game,i mean its play it fun and all but i cant play it again even f i log out
A retro-inspired 2D Action RPG set in the distant future (DEMO)
Travel the world on an epic shark lifting adventure!
What happens after the final boss is defeated?
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