Tobie Abad’s A Single Moment is very similar to Jim McClure’s Reflections (I can’t say the former completely inspired the latter), with the former having more crunch than the latter. A Single Moment has rules to “force/reward” more give-and-take in the build-up of the two former friends’ relationship (token economy) as well as the final back-and-forth during the duel (gambling with dice pool built from the token economy), while Reflections relies on the players more to go as deep as they want (1 single roll, no token economy, only a point tracker). But I felt the crunchier system can easily get in the way of the improvised storytelling, unless both players have mastered the rules, then maybe A Single Moment helps with the improvisation because of the give-and-take structure (help your opponent’s character so as to gain valuable token, or help your own character so as to gain better fictional positioning). Reflections is easier on the cognitive load, but doesn’t necessarily play faster because sometimes both players have to decide when to finish a scene if it looks like neither could accomplish their scene objective narratively. The base game for both plays out a tragedy, but in the appendix both have a “romcom” hack.
The link for One Missed Call above doesn’t work for me at the moment, but it sounds like a similar game by David Zerbst, To Erase and Re-Record, Press Three. David was/is on the StoryGames Discord and sent me his longer document upon request, and I play-by-chat it with someone. The built-in X-card mechanism felt novel to me at the time. My gut says the emotional core of this game may be “hope”. But it’s probably dependent on the players.
Mars Colony, in the “Influences” section of the rulebook, talks about the “feelings of personal failure,” which I presume could be the emotional core of the game, but when I played it with someone who didn’t let failed rolls (consequently narrative setback) get to him, it nearly came out a “perfect victory” for the protagonist. So, your mileage might vary?