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Your choices over the course of the week described in the game create a profile of your character -- morally, socially, and academically -- leading to one of a very large number of endings. There are no puzzles, except inasmuch as the player may want to try for specific outcomes. Fun.
-- Emily Short
One Week... sticks to a consistent storyline. You have a certain number of choices about what to do each day in your life as a high school senior; no matter what you pick in day one, you will go on to day two, and so on. The game keeps to a much more compact and consistent structure than the average CYOA (at least as I am used to thinking about CYOAs). It becomes more like a multiple-choice test -- except that the answers you can choose later are affected by what you've done before. If you didn't earn the money, you can't spend it on an expensive dress; if you've agreed to go out with one guy, you can't choose to go out with someone else. At the end of the week, the game assesses your various choices and assigns an ending. — Emily Short
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The writing strikes the perfect tone -- breathless, humorous, fragile, spunky, and 110% sincere. Some of the slang has not fared well, but that's the only fly in the ointment. Some may complain about the lack of "realism" but if you're looking for gritty games, you wouldn't be playing this, anyways. With that said, there are no greater resonances here, and the lack of depth is why One Week gets a solid four instead of a five from me.
Nevertheless, One Week is an enjoyable and entertaining game, worth at least 30 minutes of time to find a few different endings.
Highly recommended, especially if you have an interest in CYOA (in whatever form that may take).
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