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despelote

PC (Microsoft Windows), PlayStation 4, Xbox Series X|S, Nintendo Switch, PlayStation 5 • 2025

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Quick resume

A slice-of-life adventure about childhood and the magical grip soccer held over the people of Quito, Ecuador in 2001.

Global score

95/100

Genres

Adventure, Sport, Simulator, Indie

Similar games

    Pros

    • Authentic cultural and autobiographical narrative
    • Unique audiovisual and sound design
    • Nostalgic and immersive atmosphere
    • Simple and accessible gameplay
    • Emotional and personal storytelling

    Cons

    • Short game length
    • Limited gameplay depth
    • Some minor control and ui issues
    • May not resonate with non-football fans
    • Lack of replay incentives or modes

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. Here, the score leans higher than usual among comparable games on Intimacy, Story. It leans lower than usual among comparable games on Fantasy.

    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
      3

      "Players have freedom to explore the neighborhood and interact with various elements, including kicking the ball and engaging with NPCs, though within a structured narrative."

    • Competence
      1

      "Gameplay is simple and forgiving with some light skill needed for ball control, but the focus is on narrative and atmosphere rather than technical challenge."

    • Competition
      -4

      "No competitive elements or comparison to others; the experience is personal and narrative-driven without leaderboards or ranked modes."

    • Continuation
      2

      "Players tend to play in one sitting and become immersed, but the game is short (~2 hours) and not designed for habitual long-term play."

    • Cooperation
      -5

      "Single-player experience focused on individual exploration and story; no multiplayer or cooperative gameplay."

    • Creativity
      2

      "Players can experiment with kicking the ball at various objects and causing minor chaos, but within a predefined environment and scripted interactions."

    • Domination
      -5

      "No elements of exerting control or superiority over others; interactions are equal and narrative-focused."

    • Escapism
      4

      "Strongly immersive and nostalgic experience that transports players to a different time and place, offering emotional escape."

    • Expectation
      -4

      "Players engage voluntarily out of personal interest and curiosity; no obligation or external pressure to play."

    • Experimenting
      3

      "Encourages exploration of environment and playful interaction with objects, though within a limited scope."

    • Exploration
      3

      "Players explore a small open world neighborhood with many ambient conversations and details to discover."

    • Expression
      -2

      "Limited customization or personalization; players experience a fixed narrative and character without avatar modification."

    • Fantasy
      -3

      "Grounded in realistic, autobiographical events and settings; no fantastical or improbable elements."

    • Fellowship
      -4

      "Primarily a solitary experience focused on personal narrative; social connections are represented but not interactive."

    • Growth
      2

      "Players gain insight into cultural and personal history; some light learning about Ecuadorian life and football culture."

    • Health
      -5

      "Sedentary gameplay with no physical activity or exercise components."

    • Idle
      -3

      "Requires focused attention to follow narrative and interactions; not designed for background or casual intermittent play."

    • Intimacy
      3

      "Emotional connection to characters and story creates a sense of closeness and empathy."

    • Leadership
      -5

      "No leadership or management roles; player follows a personal story without directing others."

    • Progression
      1

      "Narrative progresses through chapters and events, but no item collection or upgrades."

    • Relaxation
      4

      "Calm, nostalgic atmosphere with soothing music and gentle gameplay encourages relaxation and flow."

    • Sensation
      3

      "Unique audiovisual style and ambient sounds provide pleasant sensory stimulation and emotional engagement."

    • Status
      -5

      "No social status or recognition systems; achievements are personal and narrative-based."

    • Story
      5

      "Strong narrative immersion with autobiographical storytelling and rich cultural context."

    • Strategy
      -4

      "Minimal strategic or problem-solving elements; gameplay is straightforward and narrative-driven."

    • Thrill
      -3

      "Low risk and tension; experience is calm and reflective rather than suspenseful or thrilling."

    • Value
      2

      "Players appreciate the emotional and artistic value despite short length; some note price may be high for duration."

    • Violence
      -5

      "No violent or destructive gameplay; interactions are playful and constructive."

    • Survival
      -5

      "No survival or threat mechanics; stable and safe environment."

    Last update: 29/04/2026