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Don't Disturb

Mac, PC (Microsoft Windows), Linux • 2016

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Quick resume

Single-player puzzle adventure with a beautiful, distinctive art style and a genuinely emotional story. As a lonely dog wandering the afterlife searching for his dead master, 'Don't Disturb' explores traditional Asian views on death and the underworld.

Global score

84/100

Genres

Indie

Pros

  • Beautiful and unique watercolor art style
  • Emotional and touching story about loss and afterlife
  • Soothing and culturally appropriate soundtrack
  • Simple and accessible gameplay
  • Two different endings offering narrative choice

Cons

  • Very short gameplay duration (15-30 minutes)
  • Frequent bugs and glitches reported
  • Poor english translation and text formatting
  • Minimal puzzle challenge and gameplay depth
  • Lack of fullscreen support and ui issues

Motivations

  • Autonomy
    3

    "Players control a dog character exploring the afterlife with freedom to move and interact, but the game is linear with limited choices (only one major ending decision)."

  • Competence
    -2

    "Puzzles are very simple and easy, mostly serving to advance the story with minimal challenge or skill required."

  • Competition
    -5

    "No competitive elements or comparison with others; purely a personal, narrative experience."

  • Continuation
    -4

    "Very short game (15-30 minutes), with many players noting quick completion and low replay value beyond seeing both endings."

  • Cooperation
    -5

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

  • Creativity
    4

    "Unique watercolor art style and cultural storytelling show creative expression, though gameplay is straightforward."

  • Domination
    -5

    "No elements of exerting control or superiority over others; cooperative and equal interactions with NPCs."

  • Escapism
    4

    "Players use the game as an emotional and artistic escape, reflecting on themes of death, loss, and afterlife."

  • Expectation
    -4

    "Players engage voluntarily for emotional and artistic interest, not out of obligation or pressure."

  • Experimenting
    -3

    "Gameplay is linear and puzzle solutions are straightforward; limited exploration of mechanics or novel strategies."

  • Exploration
    2

    "Players explore different afterlife locations and meet various characters, though environments are limited and linear."

  • Expression
    -4

    "No character customization or player-driven aesthetic changes; presentation is fixed and standardized."

  • Fantasy
    4

    "Strongly rooted in imaginative fiction and traditional Asian afterlife mythology with supernatural elements."

  • Fellowship
    -5

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

  • Growth
    -3

    "Limited learning or skill development; mostly a narrative journey with simple puzzles."

  • Health
    -5

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

  • Idle
    3

    "Short sessions with some players idling the game for trading cards; gameplay does not demand constant attention."

  • Intimacy
    3

    "Emotional connection to story and characters, especially the dog-owner bond, but limited social interaction."

  • Leadership
    -5

    "No leadership or management roles; player follows a linear path without directing others."

  • Progression
    2

    "Some item collection and puzzle completion advance the story, but no complex progression or upgrades."

  • Relaxation
    4

    "Calm, meditative atmosphere with soothing music and art style, promoting relaxation and emotional flow."

  • Sensation
    3

    "Visual and auditory aesthetics provide sensory enjoyment, though gameplay is low intensity."

  • Status
    -5

    "No social recognition or status elements; focus is on personal experience."

  • Story
    4

    "Narrative-driven game with emotional story about loss, afterlife, and loyalty, though story is brief and simple."

  • Strategy
    -4

    "Minimal strategic or problem-solving depth; puzzles are easy and straightforward."

  • Thrill
    -4

    "No suspense or risk; gameplay is calm and predictable."

  • Value
    -1

    "Mixed perceptions of value; many note the game is short and better purchased on sale, but art and story justify cost for some."

  • Violence
    -5

    "No violent or destructive gameplay; focus on exploration and narrative."

  • Survival
    -5

    "No survival or threat elements; stable and safe game environment."

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    Last update: 06/03/2026