This is a screenshot of the video game No-One has to Die, featuring a puzzle where the player must choose who has to die by deciding whether to activate a sprinkler or lock a door.

No-One Has to Die Review

Genre | Puzzle, Interactive Fiction
Developer | Stuart Madafiglio
Platforms | Browser
Website |

In No-One Has to Die, the player controls a visitor to a building who is tasked with controlling the security systems in order to save workers at the building from a fire that has broken out. Throughout the game, the player learns more about the workers and the company that they work for.

No-One Has to Die has thirteen levels, only some of which a player will see on any given playthrough, multiple endings, four characters aside from the player’s character, and six music tracks. The game is divided into two sections. In one section, the player controls the automated doors and sprinkler systems of the building by telling characters where to move and which sprinklers to activate, and by remotely locking doors. Between these sections, the player reads conversations between themselves and the other characters which take place over the building’s communication system.

Contrary to the eponymous claim that no-one has to die, in some levels of No-One Has to Die, someone has to die. In these situations the player is sometimes given the choice of who to save through the options that they have when manipulating the security system. The story of the game alters depending on who the player lets die.

The graphics in No-One Has to Die are in an iconic style. Icons are used to represent rooms, fire, sprinklers, fire doors, and people. The icons for people depict pixel art portraits of their faces. The sounds in No-One Has to Die are beeps, bloops, and other electronic noises used to signify actions the player can take, like locking a door. The music in No-One Has to Die is breakbeat music that is orchestral, electronic, and ambient in style.

In No-One Has to Die the player’s choice of who to let die occurs after they learn some information about the characters through conversation. As the game progresses, the player learns more information about the characters that remain alive through the conversations that occur between them. At one point the player learns information about birds.

This is a score for an objective game review. The score is an 8 out of 10.