A Game About similar games & best alternatives
A Game About
2018
Related articles
Quick resume
A Game About is a free, short, lo-fi point & click adventure that tasks the player with living with their daily routine. Through day to day choices, life changes in imperceptibles and unexpected ways.
Global score
90/100
Genres
Free To Play, Indie, Puzzle
Similar games
Pros
- Deep and meaningful narrative
- Unique hand-drawn art style
- Free and accessible
- Multiple narrative paths and achievements
- Thought-provoking mental health themes
Cons
- Very short gameplay
- Text and animation can cause discomfort
- Lack of gameplay depth or challenge
- No social or multiplayer features
- Some find pacing slow and repetitive
Analysis
Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. Here, the score leans higher than usual among comparable games on Survival. It leans lower than usual among comparable games on Fantasy, Sensation.
How to use the graph
Similar games map
Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.
- Larger dot with a light outline: the game you are viewing.
- Colour: groups of games with comparable motivation patterns (statistical clusters).
- Hover a dot to see the game name; click to open its page.
- Scroll or double-click the chart to zoom out and see more games.
Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.
Motivations
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Autonomy3
"Players choose daily activities from expanding options, influencing the protagonist's routine and mood, indicating some control over actions."
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Competence-2
"Gameplay involves simple point-and-click choices without skill challenges or technical mastery; predictable outcomes with some variation."
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Competition-5
"No evidence of competitive elements or comparison to others; focus is on personal experience and narrative."
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Continuation1
"Short playtime but some players replay to explore different choices and achievements, showing mild habitual engagement."
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Cooperation-5
"Single-player experience focused on individual choices; no multiplayer or cooperative gameplay."
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Creativity2
"Players explore different narrative paths and unlock new options, but within predefined storylines and limited modification."
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Domination-5
"No elements of exerting control or superiority over others; interactions are solitary and introspective."
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Escapism4
"Players use the game to reflect on depression and life struggles, providing emotional distraction and immersion in a mental health narrative."
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Expectation-4
"Engagement driven by personal interest and intrinsic motivation to explore the story and message; voluntary play."
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Experimenting3
"Encouraged to try different choices and explore alternative narrative branches to discover new content."
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Exploration2
"Players discover new story options and achievements through repeated play, though environment is static and minimal."
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Expression-3
"No character customization or personalization; art style is fixed and minimalistic without player modification."
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Fantasy-4
"Focus on realistic depiction of depression and daily life; no fantastical or improbable elements beyond symbolic art."
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Fellowship-5
"No social or community features; solitary experience without social connection."
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Growth2
"Players learn about mental health and reflect on personal development through narrative, though gameplay skill growth is minimal."
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Health-4
"Sedentary gameplay with no physical activity; addresses mental health but does not promote physical health."
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Idle3
"Short sessions with some waiting during cutscenes; some players replay multiple times but overall casual engagement."
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Intimacy-4
"Limited emotional connection focused on self-reflection rather than forming relationships with others."
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Leadership-5
"No leadership or group management elements; purely individual experience."
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Progression2
"Progression through unlocking new narrative options and achievements, but no accumulation of items or power."
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Relaxation1
"Some players find the experience calming or thought-provoking, though the subject matter is often heavy and emotionally intense."
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Sensation-2
"Minimal sensory stimulation; simple visuals and audio with some players finding text animation uncomfortable."
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Status-5
"No social recognition or status systems; personal and private experience."
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Story5
"Strong narrative focus on mental health and depression with multiple story paths and emotional impact."
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Strategy-3
"Simple choice-based gameplay with limited strategic depth; decisions affect narrative but no complex problem solving."
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Thrill-4
"No suspense or risk elements; steady emotional tone focused on reflection rather than excitement."
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Value5
"Free to play with meaningful message and emotional impact; players perceive high value for time invested."
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Violence-5
"No violence or destructive gameplay; focus on mental health and daily life."
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Survival1
"Themes of coping with depression and daily struggles imply survival elements, but gameplay is low risk and stable."
Last update: 29/04/2026