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Bad Dream: Coma

Xbox One, Nintendo Switch, PC (Microsoft Windows), Mac • 2017

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Quick resume

Welcome in Bad Dream: Coma. A point & click game where unique minimalistic art style creates an unforgettable and atmospheric experience. Travel through the surreal and disturbing dreamland where everything depends on your actions. You can't die but you can suffer greatly...

Global score

91/100

Genres

Adventure, Casual, Indie, Point-and-click

Pros

  • Unique and immersive art style
  • Multiple endings and high replay value
  • Engaging and creative puzzles
  • Strong atmospheric sound design
  • Meaningful player choices affecting story

Cons

  • Navigation can be confusing
  • Some puzzles unintuitive or pixel-hunting
  • No manual save system, only autosave
  • English translation contains errors
  • Achievements can be tedious to obtain

Motivations

  • Autonomy
    4

    "Players make meaningful choices affecting story, endings, puzzles, and character interactions, showing high control over gameplay direction."

  • Competence
    3

    "Puzzles require creative thinking and problem solving; some are challenging but mostly moderately difficult, providing skill-based engagement."

  • Competition
    -5

    "No evidence of competitive elements; gameplay focuses on personal exploration and puzzle solving without player comparison."

  • Continuation
    4

    "High replay value with multiple endings and achievements encourages repeated playthroughs and long-term engagement."

  • Cooperation
    -5

    "Entirely single-player experience with no cooperative or multiplayer features."

  • Creativity
    4

    "Multiple puzzle solutions and branching storylines encourage creative problem solving and experimentation."

  • Domination
    -5

    "No social dominance or power over others; interactions are narrative-driven without imposing authority."

  • Escapism
    5

    "Strongly immersive nightmare atmosphere and surreal story provide a deep escape from reality."

  • Expectation
    -4

    "Players engage voluntarily for intrinsic interest in puzzles, story, and atmosphere; no obligation or external pressure noted."

  • Experimenting
    5

    "Players encouraged to try different choices, puzzle approaches, and paths to discover varied outcomes."

  • Exploration
    3

    "Exploration of multiple environments with hidden items and secrets, though within a limited map structure."

  • Expression
    -3

    "Limited character customization; expression mainly through choices affecting story rather than avatar personalization."

  • Fantasy
    5

    "Surreal, nightmarish setting with dream logic and supernatural elements strongly embody imaginative fiction."

  • Fellowship
    -5

    "Solo play with minimal social interaction or community involvement."

  • Growth
    3

    "Players develop puzzle-solving skills and understanding of complex branching narratives through repeated play."

  • Health
    -5

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

  • Idle
    -4

    "Requires focused attention on puzzles and story; not designed for casual or background play."

  • Intimacy
    -5

    "No evidence of forming close relationships; interactions are limited to narrative characters."

  • Leadership
    -5

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

  • Progression
    3

    "Progression through puzzle completion, unlocking new areas and endings; some item collection involved."

  • Relaxation
    -2

    "Atmosphere is tense and eerie rather than relaxing; some players find it unsettling or disturbing."

  • Sensation
    3

    "Strong sensory stimulation through unique art style, sound design, and creepy atmosphere."

  • Status
    -5

    "No social status or recognition systems; achievements are personal milestones."

  • Story
    4

    "Narrative-driven with multiple endings and branching paths; story is a key motivator."

  • Strategy
    3

    "Requires logical thinking and planning to solve puzzles and choose paths; some puzzles involve complex problem solving."

  • Thrill
    2

    "Some suspense and eerie moments create mild thrill; not focused on high tension or jump scares."

  • Value
    4

    "Good perceived value due to replayability, unique art, and engaging story; often recommended on sale."

  • Violence
    3

    "Contains gore and violent imagery as part of story and choices; violence is thematic rather than gratuitous."

  • Survival
    1

    "Some elements of avoiding harm and consequences, but no traditional survival mechanics."

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    Last update: 06/03/2026