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Simple and Short

  • Kylaila
  • 02/29/2016 11:59 AM
  • 675 views
1DP is a short game about a boy trying to escape an orphanage. It is simple, but bitter-sweet and I really enjoyed the touches on it befitting the atmosphere and the little bits you can discover in your diary as you interact with the objects around the house.
You can miss this, so do watch out.
One review states this is 10 seconds long, and no, that it is not. It is a few minutes long. There are three endings, and the creator left safe-files for each in case you miss a particular one. I recommend playing from the very beginning.

The story in itself is nothing outstanding or unique in its idea, and it is not trying to. It does have a few touches to it that make it very enjoyable and give a sense of loneliness, and a hint of comraderie. It is your choice which of the two you follow, and which ending you will view in return.
You were left at an orphanage. You feel miserable there and want to run away. The care-taker is away on a trip, so on you go to seize the chance.

Gameplay is fairly simple and intuitive, you interact with various objects, help out as you help the younger two kids to go to sleep, and then try to grab the key after they all went to sleep.
You can interact with objects, some with memories attached, some describing the kind of people they are - with sammy being a play-ful child, and a young girl trying to buy time staying up longer. I found this amusing and realistic, and not too strong in either side to paint them as "annoying", either.

You can find your diary, which updates as you interact with more objects - the table, window, etc. You can reread it with added passages, and it is hinted at there being more by the "this is enough for now", which makes it a natural thought to maybe check again later and see if more is added.
There are a lot of natural sound effects used, like for the toilet (reminded me of the sims with its pixelated approach of "peeing is happening"). As there is no background music, it makes for a lonely atmosphere, and the sound effects add to its jarring lifelessness. The graphics are custom and cute.
There are a few typos like "in this day" instead of "on this day", or with punctuation of "?.." instead of "..?", none of which are too bad.
While the majority of the game is without music, the one track it has is rather jarring, and more annoying than that, the on-screen narrations appear in snail-like letter appearance. A quicker pace would have made the ending much more enjoyable.


You already left in your mind.

The orphanage itself seems in alright shape with alright conditions, while definitely being short on food and other luxury items. However, I appreciate the idea of the atmosphere being the reason to leave, even with the state of living being "okay", the burden of emotion seems to be the bigger factor rather than abuse which would be an "easy" way to set things into motion.

The interesting part in playing this is picking up the many details about their life spread out - there are only so few, but they are lovely to see. And the fact that you made a friend, Ryan. There is a lot open up to interpretation of how the two interact for the most part, and if you approach him persistently (leaving the room and returning to talk to him again a few times), you will also be able to achieve different endings. The idea of comraderie to stay together and support each other is incredibly valueable in this sort of atmosphere and story.


He is against you leaving, but if you must, he will accompany you if you talk to him persistently, and admit you don't remember the promise that is later revealed.
That being you promised to soothe each other's loneliness and stay together.
The diary reveals he kissed you, and while it is up to interpretation how the character deals with it, seeing as he "didn't mind", but did not return anything as of yet, it seems done natural with how shy a boy Ryan is.

Whether as a friend or more, the idea of comraderie to stay together and support each other is incredibly valueable in this sort of atmosphere and story.
They run away together, and the accident ends favorably, or unfavorably.

On a technical note, Ryan following you is incredibly slow. You can ignore him and run off the screen, but that just feels wrong.



There are many areas that can receive polish, there are more details that could be added to actually paint the kind of relationship the two boys have, instead of guessing what might be, among how the third older kid reacts to them, how they get along with the others, with the caretaker, etc.
The protagonist himself says he cannot bear it - but there is no why, nor visible rage, nor any otherwise strong emotion, other than the underlying tone of not caring about the place he is at.

The future, bare one ending, is not painted out at all. It seems unrealistic for everything to go well, but the point the game makes it not about things being right or not - but having support or not.

It is no an empowering game, nor is it an demoralizing one. It is a gentle game about various expression, even more so seeing how young the characters are, and I enjoyed it.
For the time it lasts, 1D does an overall decent job.