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The story of a boy, the story of a girl, the story of both: One and One Story, a game about love, pain and life.
One and One Story is not your common platformer. Watch the gameplay change as the protagonists face the euphoria and trials of their relationship.
Arrow Keys To move;
X or Up to Jump;
Z or C to switch character (when allowed)
R to restart
We really reccomend you beat the story mode before you play the bonus levels but if you would like to play them early, there is a cheat on the main menu. Have fun searching for it!
I liked this game a lot. Only problem was there was no ending with the shadows turning into light. It would have been great the the park in the background lit up and a lot of vibrant colors. You should make another but the ending in this was to an 'eh' to me. The story reminds me of being hopeful when your significant other has run away and not want to hurt them anymore. I am a bit confused at that end. Either they get back together or move on with the main character wanting her back because he promised he wouldn't hurt her anymore. Call me out if I am wrong.
Well, my review is probably gonna seem cynical as all hell compared to the plethora of positive reviews. Not saying that you don't deserve them, it's quite a nice game, but my two and half stars are like a black sheep in this field of white.
The graphics are a bit of a mixed basket. I very much like the backgrounds and their variety in colors and scenes, and the silhouettes of the level -while not anything worth noting- do their job in outlining obstacles without clashing too badly. However, something about the silhouettes of the two characters just irk me. Perhaps it's because the animation for them feels a bit choppy, so even though they look rather nice, it ends up giving them an awkward appearance.
The music is quite nice, it gives a nice soothing feel to it, and the sound effects are quite pleasant. I dunno why, but the footsteps just have such an appealing sound to them.
The story is rather typical as stories go. A romance that's usual for artsy games, it doesn't really add much to the formula. It's not bad, but it's nothing really new either. And honestly I feel like there could have been stuff to add onto it, such as how the shadow into light line could have been played with more; perhaps turning the silhouettes into actual people with colors and features. But ah well.
My biggest problem with the game though is the gameplay. For one, the game is FAR too easy. Puzzles are extremely simple and require very little thought; only once did I actually have to stop and think about how to approach a level -the one where the boy couldn't jump and was on a high floating platform with multiple blocks- and even then it was a very minimal amount of time. Even the bonus levels were extremely easy, and I was expecting those to at least have some sort of challenge to them.
Two, the sheer amount of repeating layouts give it a rather dull feel. Sure, I can understand you would do that to make the new mechanics easier to deal with, but since the game is so piss easy already, it only ended up making it feel repetitive.
This complaint is rather minor compared to the other two, but I still feel it's worth a mention. I feel it's a bit vague as to what is considered too high to fall from. I did end up eventually figuring out that anything above three boxes of height is too much, but even with that knowledge in mind it still felt rather hit or miss whether I would fall too high or not. Admittedly there is a sort of charm to this, what with the constant feeling of uncertainty over falling, so unless you purposely did that ya ended up accidentally making a sort of symbolism in that. Or something.
I also feel like it could have been added to the tutorial or something over the fact that you can actually push box stacks without the bottom box not sliding out and causing crushing. Since most games tend to have box stacks either flat out not move unless you push the top block, or cause only the bottom block to move - thus causing death from above or broken physics- it never occurred to me to try and push the box stacks until I did so accidentally. It's minor, but it irks me that this wasn't made apparent.
However, the various level mechanics were quite nice. Although they certainly didn't overstay their welcome, I did feel like they were a bit too brief. But they were fun to experience, and none of them left a negative impact on play. I felt like perhaps some of the mechanics could be used together for a bit more of a challenge, or at least have them added to the bonus levels instead of just the mechanic of controlling one character with arrows, and one with WASD; a mechanic that really isn't anything new or interesting in the slightest.
Overall, while I did enjoy it, I did find it a bit lacking. Its passive difficulty and rather paper-cut story ultimately gives it a middle ground in score.
This is absolutely beautiful. It is an art game, but unlike other art games here on Newgrounds, this one actually provides a well-structured love story and amazing gameplay. First off the artwork is absolutely beautiful. I love how you represented love between two people as lost shadows looking for their light, but you still gave us this beautiful world and took us through seasons as well as beautiful mornings and nights. Each point of the story also utilized each part of the scenery well showing the mood of the two characters, making the words mean more. The music was really good, kudos to thedavidcarney. It didn't set this romantic feeling or this sad feeling, it didn't really set any kind of tone, which I think is appropriate for this kind of game. It will make people feel differently depending on who plays it. The sound effects are also really good, from simply moving to the death sounds of both the male and female characters. The main selling point of this game though is the story, I love how you also remember that it is a game right at the beginning and it did give me a small chuckle to read this witty veiled tutorial dialogue. I also loved how when you introduced a new game mechanic you re-used a level. Although re-using levels is a cardinal sin in game making, you seem to have designed the levels re-used to fit each mechanic offering a new puzzle, which is no easy task to pull off. All in all this is an amazing game and I loved the Bonus you can unlock at the end. You really should have waited and released this for Valentine's Day instead of October. This is as perfect as an Art Game can get.
|| Cheers ||
|| Jeers ||
At '...that now we're Lights.' go down and left...... and they starts falling.
I liked it!
I love games that do awesome things like this with the narrative!
And the visuals were beautiful. Ya got talent!
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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