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A Game About

Web browser, PC (Microsoft Windows) • 2018

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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

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

Motivations

  • Autonomy
    3

    "Players choose daily activities from expanding options, influencing the protagonist's routine and mood, indicating some control over actions."

  • Competence
    -2

    "Gameplay involves simple point-and-click choices without skill challenges or technical mastery; predictable outcomes with some variation."

  • Competition
    -5

    "No evidence of competitive elements or comparison to others; focus is on personal experience and narrative."

  • Continuation
    1

    "Short playtime but some players replay to explore different choices and achievements, showing mild habitual engagement."

  • Cooperation
    -5

    "Single-player experience focused on individual choices; no multiplayer or cooperative gameplay."

  • Creativity
    2

    "Players explore different narrative paths and unlock new options, but within predefined storylines and limited modification."

  • Domination
    -5

    "No elements of exerting control or superiority over others; interactions are solitary and introspective."

  • Escapism
    4

    "Players use the game to reflect on depression and life struggles, providing emotional distraction and immersion in a mental health narrative."

  • Expectation
    -4

    "Engagement driven by personal interest and intrinsic motivation to explore the story and message; voluntary play."

  • Experimenting
    3

    "Encouraged to try different choices and explore alternative narrative branches to discover new content."

  • Exploration
    2

    "Players discover new story options and achievements through repeated play, though environment is static and minimal."

  • Expression
    -3

    "No character customization or personalization; art style is fixed and minimalistic without player modification."

  • Fantasy
    -4

    "Focus on realistic depiction of depression and daily life; no fantastical or improbable elements beyond symbolic art."

  • Fellowship
    -5

    "No social or community features; solitary experience without social connection."

  • Growth
    2

    "Players learn about mental health and reflect on personal development through narrative, though gameplay skill growth is minimal."

  • Health
    -4

    "Sedentary gameplay with no physical activity; addresses mental health but does not promote physical health."

  • Idle
    3

    "Short sessions with some waiting during cutscenes; some players replay multiple times but overall casual engagement."

  • Intimacy
    -4

    "Limited emotional connection focused on self-reflection rather than forming relationships with others."

  • Leadership
    -5

    "No leadership or group management elements; purely individual experience."

  • Progression
    2

    "Progression through unlocking new narrative options and achievements, but no accumulation of items or power."

  • Relaxation
    1

    "Some players find the experience calming or thought-provoking, though the subject matter is often heavy and emotionally intense."

  • Sensation
    -2

    "Minimal sensory stimulation; simple visuals and audio with some players finding text animation uncomfortable."

  • Status
    -5

    "No social recognition or status systems; personal and private experience."

  • Story
    5

    "Strong narrative focus on mental health and depression with multiple story paths and emotional impact."

  • Strategy
    -3

    "Simple choice-based gameplay with limited strategic depth; decisions affect narrative but no complex problem solving."

  • Thrill
    -4

    "No suspense or risk elements; steady emotional tone focused on reflection rather than excitement."

  • Value
    5

    "Free to play with meaningful message and emotional impact; players perceive high value for time invested."

  • Violence
    -5

    "No violence or destructive gameplay; focus on mental health and daily life."

  • Survival
    1

    "Themes of coping with depression and daily struggles imply survival elements, but gameplay is low risk and stable."

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    Last update: 06/03/2026