no-one has to die.
por SammyBloo
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no-one has to die.
Etiquetas para no-one has to die.
Descripción
Elige quién vive y quién muere. Tus decisiones lo cambian todo. DISEÑO- Sammy Madafiglio. ARTE- Cindy Xu. MÚSICA- Jesse Valentine
FAQ
¿Qué es No-One Has To Die?
No-One Has To Die es una novela visual de puzles gratuita desarrollada por SammyBloo. Presenta una narrativa ramificada y múltiples finales según las decisiones del jugador.
¿Cómo se juega a No-One Has To Die?
En No-One Has To Die, resuelves puzles tomando decisiones sobre qué personajes salvar y cuáles sacrificar en un edificio de oficinas en llamas, lo que afecta el desenlace de la historia.
¿No-One Has To Die es una novela visual o un juego de puzles?
No-One Has To Die es tanto una novela visual como un juego de puzles, combinando elementos de historia interactiva con puzles de toma de decisiones en una cuadrícula.
¿No-One Has To Die tiene varios finales?
Sí, No-One Has To Die tiene múltiples finales que dependen de tus decisiones y soluciones de los puzles a lo largo de la historia del juego.
¿Quién creó No-One Has To Die y dónde se puede jugar?
No-One Has To Die fue creado por el desarrollador SammyBloo y se puede jugar gratis en navegadores web.
Comentarios
oongiman
Apr. 26, 2013
"no-one has to die" except the two security guards that nobody seems to care about
adamax
Jul. 13, 2013
The security codes arranged in a square grid say 'Rise from the ashes'!
VDOgamez
May. 10, 2013
In the last timeline when the visitor says "Hey, has anyone unlocked the door for me" there is a pause. I was absolutely expecting that it was going to say "Calculations complete. Fire on floor 1. One casualty unavoidable. Candidates: Visitor"
Sakgeres
Jul. 25, 2014
So that's why the phrase was: Christina lives. If they manage to find the bird it proves that Christina's mother Christina is still alive. And I had to read back to understand what Lionel meant when he said they were looking for a phoenix in the cockateils. Crazy reference to the characters dying in a fire. It's a very well thought-out game. The puzzles were simple, but it's very hard to design a puzzle that would work with all the different storylines with the same layout, considering the buildings they were in and stuff. So maybe that's why they had to keep it simple, and the main thing was the story anyway =)
aasninja
Oct. 04, 2013
I think my mind exploded. Or maybe it went to the past. Or future. I have no idea, honestly.