I like this game, it's simple with no particular goal except enjoying the game. Would be nice to have the ability to view specific endings once they are found. I would love to see this concept expanded on with more levels, perhaps allowing different silent stories to unfold depending on how each level is finished. For example, level 2 would have different characters/objects to interact with depending on how level 1 was completed (allowing for a rewind before finishing any level) so that it would be great to replay just to find out all the different ways things can turn out. Even if it had only 3 levels that influenced each other, that would be really fun to play around with.
I don't know why people analyze by the badge title, it‘s probably about love.* I think it is more of a conflict between choosing to follow what someone says to be loved (or because it claims to love) and choosing what clearly is true to or best for oneself. It tries to define you, telling you exactly what you are and how to behave, and ridiculing for disobeying. In tutorials, objects don’t get defined unless the voice is allowed to define them and is obeyed. It doesn‘t seem to love the person for what they are, but as they are told to be.* At starts protective, then becomes dominating. My end (avoid self-harm, a choice allowed one to be trapped by guilt and accept the voice again to repeat mistakes. Or, one could reject the voice and not believe it loves the person, or not return the love.* It's easier to let it tell you what to do, be held by the hand the whole way and not deal with the more complex problems that arise from not meeting the voices' expectations.
King balances an entire roof on his head: No Injuries. King gets nudged barely enough to fall over and hits his head on a box: Whole body explodes into blood.
I do like this, it was good stuff. Unfortunately, where the "story" is interesting it also disappoints me. What I liked about One Chance was that the player actions felt meaningful. If One Chance was only holding right and pressing space to work for 6 days straight, it would not have been good. I think that the best "art games" make the player part of the story, rather than dictating their actions to them, even if the result doesn't change much (like the game Immortall). This game would have been better to simply watch and not interact with at all, which shows how much this isn't a "game" exactly. I hope this doesn't spoil too much, but I love how the ending allows the player to "choose" how the man reacted to the events. The ending was tragic either way, but when I saw the choices I instantly thought "Oh no... I don't wanna do that... or that... but I kinda have to."
Found a way to replay WITHOUT deleting all your saved flash game stuff. Search for the "One_Chance_kong.swf" folder on your computer, then delete "onechance.sol" from that folder. The game is now reset, without losing progress in other games. :D
Great, but disappointing at the same time. While not being able to restart after using up my "one chance" did add increased impact to the ending I got, it also quickly squelched my interest since I cannot explore the other options I had. Maybe make it so the game can be retried after a real life hour or something, so you get a bit more impact out of an ending without making it too uninteresting afterward.
I got the pants and thought "Finally, now I won't see his ass-crack as I climb up ladders!" Then I discovered that his pants do little to contain it either.
Civilians are infinite. Use population up on building and units, then sell the houses when you are out of population. You can then rebuild them to regain more population. I think this was a result of lazy programming, which is a trademark of this developer (along with good nice for his games).
This suffers from a similar problem to what warioware imitating games have, when the rules change there isn't enough indication on how to control yourself. Would be great if it flashed simple like "UP: JUMP! Down: Not Used" or "Up + Down: Move Walls." Controls are important to a game and can make it un-fun if they are unclear/poor.
You know what I love about this game? This game is balanced enough that even when I use different clans and builds, there is always some mage out there that can beat me (unless I'm over their level significantly, of course).
I suggest the first time you play, let yourself die at least twice in the first couple floors so you can get at lest two titles to boost your stats more (for a deeper run). Doing something different before each death will make sure you don't get the same title twice.
Even if it was a reduced reward, it would be great to fight with computer characters. Maybe even an offline campaign mode would be nice, just so potential new players wouldn't instantly be turned off by being only able to do 2 tutorials and nothing else (due to wait time and a bugged "real battle" tutorial.)
I found a problem where I used souls to upgrade my crossbow, then died on the level, and I kept the upgrades AND had the number of souls I started the level with.
Nice, though it would be nice to get small health pickups so death would be less inevitable. I know I've heard the first boss's music somewhere before, though I'm not sure where (an RPG or maybe Super Smash Brothers) so I'm a little disappointed the music isn't completely original.
The computer characters suffer from a case of perfect accuracy, even on challenge one. This wouldn't be too much of a problem if the screen didn't move with my cursor, making me feel ill as I constantly jump to avoid projectiles. It also hinders my ability to aim as well. Switching weapons in a firefight is too annoying to justify having so many weapon types, grenades, bomb-arrows and automatic weapons are the only ones that are worth while to use anyway. It's just hectic combat with bullet-spamming that I don't find very fun, although it isn't the worst game I've played.
I thought it was a tetris clone so I skipped the instructions and I didn't realize it had physics until I was 411 blocks high, when I accidentally pushed a long block at an L bend, dropping the long block and triggering 1/3 of my tower to fall over.
Something that would be great is if there was a multilayer epic war like this one. :D Of course, spells would need to be limited/removed or else it would become an invincibility fight or something silly like that.