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Angry Video Game Nerd II: ASSimilation similar games & best alternatives

Angry Video Game Nerd II: ASSimilation

PC (Microsoft Windows), Mac, Linux • 2016

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Quick resume

When a mysterious beam from space transforms the world into a game, the Angry Video Game Nerd must return to put the "ASS" in ASSimilation. Utilize new mechanics, power-ups, abilities, and collectible armor pieces to defeat your most powerful foe yet, and save the world!

Global score

89/100

Genres

Action, Adventure, Indie, Platform, Shooter

Similar games

    Pros

    • Challenging but fair gameplay
    • Nostalgic retro graphics and music
    • Humorous references to avgn series
    • Varied level design with unique mechanics
    • Replayability through collectibles and difficulties

    Cons

    • Short overall playtime
    • Some performance issues (lag in certain levels)
    • No multiplayer or cooperative modes
    • Occasional inconsistent difficulty spikes
    • Limited character customization

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Relaxation, Survival, Violence, Fellowship. Here, the score leans higher than usual among comparable games on Expression. It leans lower than usual among comparable games on Cooperation, Thrill.

    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

    • Autonomy
      4

      "Players can choose levels in a non-linear order on a world map and select upgrades, allowing freedom in progression and playstyle."

    • Competence
      4

      "The game offers challenging platforming and boss fights requiring skill and timing, with feedback on performance and upgrades to improve effectiveness."

    • Competition
      -3

      "Focus is on individual challenge and personal mastery rather than direct competition or leaderboards."

    • Continuation
      3

      "Players report replayability through collectibles, multiple difficulties, and achievement hunting, encouraging habitual play."

    • Cooperation
      -5

      "Single-player experience with no cooperative or multiplayer elements."

    • Creativity
      3

      "Players can collect and use various power-ups and upgrades that modify gameplay, and levels feature unique mechanics and design."

    • Domination
      -5

      "No evidence of exerting control or superiority over other players; purely individual experience."

    • Escapism
      4

      "Players use the game as a challenging distraction and nostalgic escape into retro gaming culture."

    • Expectation
      -4

      "Players engage voluntarily out of interest and fandom, with no obligation or external pressure noted."

    • Experimenting
      3

      "New mechanics like wall jumping and power-ups encourage players to try different strategies and approaches."

    • Exploration
      3

      "World map and hidden collectibles encourage discovery and revisiting levels to find secrets."

    • Expression
      2

      "Customization is limited to power-up based upgrades affecting abilities rather than cosmetic changes."

    • Fantasy
      4

      "The game features imaginative fiction, parody, and references to fictional characters and scenarios from AVGN and retro games."

    • Fellowship
      -4

      "Minimal social interaction; primarily a solo experience with some community discussion but no in-game social features."

    • Growth
      4

      "Players develop skills through challenging gameplay and learn level patterns and boss strategies."

    • Health
      -5

      "Sedentary gameplay with no physical activity or health-related features."

    • Idle
      -4

      "Requires focused attention and continuous engagement due to difficulty and platforming demands."

    • Intimacy
      -5

      "No evidence of close social relationships or emotional sharing within the game."

    • Leadership
      -5

      "No leadership or group management roles; single-player focused."

    • Progression
      4

      "Players collect upgrades, power-ups, and collectibles that enhance abilities and unlock new content."

    • Relaxation
      -2

      "Game is challenging and can induce frustration, though some players find catharsis in overcoming difficulty."

    • Sensation
      3

      "Colorful pixel art, retro sound effects, and music provide sensory stimulation and nostalgic enjoyment."

    • Status
      -3

      "No social status or recognition systems; achievements exist but are personal rather than social."

    • Story
      2

      "Narrative is minimal but present, mainly serving as a humorous backdrop with references to AVGN lore."

    • Strategy
      3

      "Players must plan routes, use power-ups strategically, and learn enemy patterns to succeed."

    • Thrill
      3

      "The game provides suspense and tension through challenging platforming and boss fights."

    • Value
      3

      "Players perceive good value through humor, nostalgia, and replayability despite short playtime."

    • Violence
      3

      "Combat and destruction are core gameplay elements, with enemies defeated and gore effects present."

    • Survival
      3

      "Players must avoid instant death traps and manage health to progress through difficult levels."

    Last update: 29/04/2026