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No-one has to Die is a lovely little 30min sci-fi story, reminiscent of say, Zero Escape. Its gameplay is simple but effective in conveying its story beats through its clever use of limitations. When the final "twist" to the mechanics coincides with the final "twist" and climax to the narrative well, thats just good design, frankly.

"Oh but its easy and short" so is eating a kitkat and I don't see anyone complain about those. Its as long as it needs to be and doesnt bloat itself with unnecessary padding in the story or bloated mechanics in the gameplay. Still to this day a lot of games could learn from this approach.
https://www.youtube.com/watch?v=Lwsr8wmHbcc