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Reviews for "One and One Story"

pangtongshu = ditto

I like the music more than the simple game mechanics and simplistic story. The repetitive stages dampened some of the charm by the end. Was there a story? Not really, it was terse dialog about some breif stages of love. Brief stages, kind of like this game. Nothing is done badly, but moving people with beautiful poetry? really?

great job

its the best game a depressed person who evidently hurts his significant other and makes an emo sickening love game to win her back i have ever played

Sigh...

You think that just because you make an arty platformer it allows you to skip game design? The platforming is choppy, the characters are 2D and that might've been ok decades ago but in this day and age, no.

Well at least it's functional, which is more than i can say about some of the other flash games around... The music is nice and very calming...

Overall it was a waste of my time though.

MaTX responds:

You could be right about the design (or not) but..

"the characters are 2D and that might've been ok decades ago but in this day and age, no."
Seriously? I laughed hard :)

Cute..but not really much to it

The whole idea surrounding it was was really sweet (as in cute) but, as others have said, not original or challenging game in and of itself. The music is very relaxing and the graphics are very nicely done and really set a mood. Finished the game pretty fast so there wasn't really much to the game play. The story was just a bare bones romance with no real characters, necessarily. I did appreciate how the title/text cleverly correlated to the strategies involved. Just wish there was more to it, I guess.

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.