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About the Story
Made for Ludum Dare 27. 1 AM is a short piece about how choices shape romantic relationships. I was inspired early on by the idea that the 10 seconds referred to by the theme weren't necessarily consecutive moments, and could be simply important ones that happened great spaces of time apart.
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This game was written for a Ludum Dare where the theme was 10 seconds. The author does an interesting thing in letting you play one second out of a relationship in consecutive different time periods, which is a pretty cool idea. 1 AM on your first move might zip you to 1 AM a year later for your next. It's like a more built-out version of Aisle where you get a follow-up to your one move.
While this is a really cool concept in theory, this game only glances the surface of making good use of the idea. I played a couple of times, and even with such a small work I felt railroaded. This could be a prototype for a longer game. I almost wish this were in a parser language like Inform so the decision of what to do could be more open. Since the concept would limit you to ten moves, I'd like to see the resolutions actually seem to make some difference like some of the wildly divergent denouement seen in Aisle. Or even Pick Up the Phone Booth and Aisle if it had a similar sense of random chaos.
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