Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting working properly with about 12 hours left in the Compo, so this is the backup plan.

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by rnlf - Compo Entry

"One Room".

You are in "THE One Room". The one room in which the fate of humanity is decided:

The control center of a nuclear missile base. It is the year 1968 and you are locked in this room, together with a big red button and a teletypewriter that gives you the information you need to protect you country.

You just hope you can finish your shift without starting a global thermonuclear war.


1) This game has 4 different endings, one of which can be considered the "good" ending.
2) Reaching the good ending is somewhat difficult and requires understanding the types of messages that the enemy is sending you.
3) The balance of the actual game may be a bit off as I didn't have time to balance it accordingly.

Downloads and Links




moomoomang says ...
Dec 12, 2016 @ 10:05am

I love this. I mean, not nuclear war, but the game its really cool

wzl says ...
Dec 12, 2016 @ 8:41pm

War never changes, except when it does.
Cool entry. Interesting presentation, if a bit dry, but i guess that sells the atmosphere even more so :D
Getting a more fallouty vibe from this than fallout 4 actually. good job on that :D

amras0000 says ...
Dec 12, 2016 @ 8:54pm

Very nice use of dark humor to make an enjoyable experience out of a serious topic. The game's difficult as all hell but it's not like you didn't know that, and in a sense, given the theme, the difficulty adds to the experience, inspiring panic and fear in the setting of thermonuclear war. If you click multiple times at the start of the game, the door's animation will be a bit jerky but that's a very minor nitpick.

I realize a lot of the game is based around reading through text messages and limiting the input the player receives, but at times I felt like I could've used a couple extra indicators of whether the enemy was escalating or deescalating. A little display with "number of submarines active" or "number of silos open", or even just a pair of lights that flicker to indicate if the message you're receiving is positive or negative may have made the game more playable. The text was just scrolling too quickly for me to ascertain if the actions of the enemy nation were escalating or deescalating the situation.

Enjoyed my time though, thanks for the entry.

toasty says ...
Dec 13, 2016 @ 1:30pm

Interesting use of the theme! I also found it difficult as all hell, but maybe that's kinda the point?

The scene itself is beautiful, and I was really impressed by the teletypewriter in particular. I found I was sometimes getting feedback a little too quickly, while at others I was craving information and getting nothing; this was great and the game was incredibly tense as a result. The jamming silo doors was a nice touch; I totally freaked out when that happened.

If you take it any further I'd like to see a couple more degrees of escalation to balance the difficulty. I agree with amras0000 that some clearer indication of whether the enemy is escalating or not might be helpful, but I'd also worry about relieving the tension too much with changes to the dynamics of the user feedback. It might be that with more granular escalation (and so more feedback via the teletypewriter) this isn't so necessary.

Some extra incentive (such as a leader board or at least an indication of how long you survived) might also be good, though I think the game's tone would suffer if the player could 'win'.

Lots of fun; a great game :)

Tijn says ...
Dec 13, 2016 @ 10:25pm

This is a great game. It fits the theme perfectly and it's very unique. The audio sounds good, but the real winner here are the graphics. It looks absolutely fantastic! Especially how the Telematics works and prints its text, it's really quite amazing.

Now of course the main concern is the difficulty. The game is a bit hard. But then again, after figuring out what the messages mean for a while and getting comfortable with the buttons, it is manageable to stay alive for quite a while. And the different endings mean you have different things to try while playing.

All in all a fantastic effort. Well done!

aaaleee says ...
Dec 14, 2016 @ 6:33pm

Really cool game.

ISG says ...
Dec 15, 2016 @ 3:49pm

It was so epic :D

Boberro says ...
Dec 15, 2016 @ 3:53pm

Damn you, silo doors!

martincohen says ...
Dec 15, 2016 @ 4:09pm

Very very solid entry. Enjoyed this one quite a lot. Thanks for it!

Dec 15, 2016 @ 4:28pm

Only 4 buttons and so much joy! Graphics are extraordinary, and the red phone is a nice touch. And I loved the endings.

Learning curve is steep. At first the time passed too quickly for me and surviving for two hours was difficult. When I already knew how to react to the messages, I felt that they could have been more varied.

Junber says ...
Dec 15, 2016 @ 9:49pm

Even though I wasn't able to reach the good ending no matter how often I tried, I absolutely loved this game. It is a great interpretation of the theme and sends a really impactful massage. The presentation really adds to this and is thoroughly well designed (except for a small bug were the initial door closing animation resets when you click again). The endings were a pleasure to read and I would have really liked to read the good one. But apart from that I have no problem with not being able to finish the game because this would fit it really well thematically. A small problem I had was that especially in my first try it was hard to keep up with all the text being written at once but that wasn't a problem later on. Probably my favorite entry so far.

Aurel Bílý says ...
Dec 16, 2016 @ 9:54pm

It took me a second to get how this worked, the tutorial message scrolled away too quickly :) Other than that, maybe could have had more controls to play with? Sort of like the bombs in Keep talking and nobody explodes.

But the extremely limited communication through the typewriter was also very interesting. Maybe if it was a bit slower overall, giving the player time to react and think about what is happening, or if the messages were more varied, or if the player could 'bluff' in ways other than the controls.

Good job :)

pixzleone says ...
Dec 16, 2016 @ 11:18pm

Cool idea! The gameplay was a bit limited, but it kept me on edge. The graphics are very cool. Well done!

Dec 17, 2016 @ 2:21am

Really solid compo entry you made here. This was a bit hard but in a good way and was really interesting to pl

Dec 17, 2016 @ 2:22am

Really solid compo entry you made here. This was a bit hard but in a good way and was pretty interesting to play through. Keep jamming !

JK5000 says ...
Dec 19, 2016 @ 11:33am

A really interesting little game. Well done.

Dec 19, 2016 @ 12:24pm

Very interesting and innovative concept. The graphics are great. I especially like the Typewriter mechanic. That is really impressive for a compo entry. The shader is also great.

The game is really fun too, but it is very hard and i had to replay it several times. That is no problem at all, but it would be great to skip the intro, so that you could start right over in case of nuclear destruction. :)

Karai17 says ...
Dec 20, 2016 @ 8:26am

This was really cool. I love how you chopped up the graphics and used!


Ayxs says ...
Dec 20, 2016 @ 10:21am

great submission! good use of the theme and love the sound design for this game!

g12345 says ...
Dec 21, 2016 @ 10:31pm

I like the game a lot. Very nice graphics, a typewriter and 4 buttons.

Very atmospheric and also very pressing. I got the 3 endings but I don't want to work all day for the "good" ending.

euske says ...
Dec 22, 2016 @ 9:36am

I thought the theme aspect is a bit weak, but the game is pretty well done anyway. After trying for a while, I discovered that you can pretty much manage the thing by toggling the middle switch while the left one is kept turned on and the right one is off. Also I wonder if the president's message has something to do with the actual state. He's very macho and suicidal after all.

Wan says ...
Dec 23, 2016 @ 4:30pm

Like everyone here I'm really impressed by the environment art and the sense of detail. You pushed really far that idea of drawing onto a pre-rendered 3D scene and that payed off really well - the noise FX on top wraps it up as a pretty specific and satisfying art style so really, congrats!

The gameplay itself is pretty interesting and fit the theme very well. Now I found it quite hard to figure out how to stay alive (best I could do was 2pm, not sure if because of me pressing buttons correctly or just pure luck :P), anyway I felt the point of the game was more to convey a message and an atmosphere, and that it does really well. A little nitpick, I felt like some of the game over messages, while pretty funny broke the immersion a bit.

All in all it's a really impressive compo entry, and I'd really like to see more of that art style!

NB. Just before pressing Submit I tried a couple more playthroughs, and almost managed to finish my shift, so I think I start to get the hang of it ;)

yumaikas says ...
Dec 23, 2016 @ 6:18pm

Man, what an interesting game. It makes me think of a pared down version of FNAF, almost. The balance of aggression/not gameplay was also interesting.

CoderDozer says ...
Dec 29, 2016 @ 7:45pm

I really like the aesthetics of this game. I couldn't quite get the "good" ending as the enemy always seemed to react negatively even when the situation appeared to be de-escalating but at least I get to play FallOut in real life. Great effort.

NightShadow0 says ...
Dec 31, 2016 @ 2:32pm

Man, the concept is interesting, but i have no idea what i'm doing.

dollarone says ...
Jan 3, 2017 @ 1:19am

This is a tense game! I think I got all the bad endings but I can't manage to win.

I think this is a great interpretation of the theme. Just you in a room with extremely limited input and output, yet you can essentially destroy the whole world ...

The graphics are excellent and the telematics text is fantastic.

Really good work. I need to find out how to get the good ending :)

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