Electronic Super Joy: Groove City similar games & best alternatives

Electronic Super Joy: Groove City

PC (Microsoft Windows), Linux, Mac, Wii U • 2014

Should you play it?

A Giant Robot Stripper called JoJo has smashed Groove City! She's angry because Dr Swinger stole her Laser-Nipples! Help JoJo reclaim her Laser-Nipples & defeat the Evil Plans of Dr.Swinger, with the help of Pope Boris the Super Sexy!

What works
  • Challenging and precise platforming
  • Excellent electronic soundtrack
  • Humorous and absurd story
  • Level editor for creative content
  • Tight and responsive controls
Things to keep in mind
  • Very short game length
  • Lack of some mechanics from original
  • Some frustrating difficulty spikes
  • Limited replay value without user levels
  • Not worth full price without discount

What to play next

Similar games, hidden gems, and fresh directions from this game.

Top picks

Games that feel the closest overall

  • TEMBO THE BADASS ELEPHANT

  • Freedom Fall

  • Shadow Blade: Reload

  • iZBOT

  • Savant - Ascent REMIX

  • 10 Second Ninja

  • Oniken: Unstoppable Edition

  • High Hell

  • Gunvolt Chronicles: Luminous Avenger iX

Hidden Gems

Less popular games with surprisingly high similarity

  • Freedom Fall

  • Shadow Blade: Reload

  • iZBOT

If you liked…

Recommendations by what you enjoyed most

  • Competence

    Blaite

  • Escapism

    SuperTux

  • Sensation

    JDM: Japanese Drift Master

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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 (hidden on purpose).

Electronic Super Joy: Groove City: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Status. Here, the score leans higher than usual among comparable games on Competition, Status. It leans lower than usual among comparable games on Value.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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    "Players have control over platforming actions and decisions with some freedom in movement and ability use, though within designed levels and objectives."

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  • Competence

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    "High difficulty platforming with challenging levels demanding skill, timing, and mastery."

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  • Competition

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    "Includes leaderboards and ghost replays of other players, encouraging comparison but not strongly competitive."

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    "Includes leaderboards and ghost runs for score competition, but primarily single-player."

  • Continuation

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    "Short game (~2 hours) with limited replay value; some players replay for achievements but generally not habitual play."

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  • Cooperation

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    "Entirely single-player experience with no cooperative elements."

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  • Creativity

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    "Includes a level editor and mod support allowing player-created content, though core gameplay is structured."

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  • Domination

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    "No evidence of exerting control or superiority over others; gameplay is individual."

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  • Escapism

    Game with the same Escapism vibe

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    "Players use the game for nostalgia, stress relief, and immersion in a charming platforming world."

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    "Players use the game for stress relief and immersion in a rhythmic, challenging platformer world."

  • Expectation

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    "Players engage voluntarily out of intrinsic interest and love for the series."

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    "Players engage voluntarily out of intrinsic interest and love for the series."

  • Experimenting

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    "Players experiment with physics and level strategies, though core gameplay is repetitive; level editor encourages further experimentation."

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    "Some experimentation encouraged via new mechanics and level editor, but core gameplay is established."

  • Exploration

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    "There are hidden characters and secrets to discover, motivating curiosity and exploration within levels."

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    "Hidden stars and secret levels encourage exploration within levels."

  • Expression

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    "Limited customization; players use preset characters and aesthetics without modification."

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  • Fantasy

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    "Absurd and humorous fictional scenario with exaggerated characters and events."

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    "Absurd and humorous fictional story with exaggerated characters and scenarios."

  • Fellowship

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    "Minimal social connection; mostly solo play with limited community features."

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  • Growth

    Game with the same Growth vibe

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    "Players develop platforming skills and improve through challenges and time trials."

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    "Players develop platforming skills and improve through repeated attempts."

  • Health

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    "Sedentary gameplay with no physical activity involved."

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  • Idle

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    "Requires focused attention and precise input; not suited for idle or background play."

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    "Requires focused attention and precise inputs; not suited for idle or background play."

  • Intimacy

    Game with the same Intimacy vibe

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    "No close social relationships or emotional sharing; single-player experience."

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  • Leadership

    Game with the same Leadership vibe

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    "No leadership or group management roles present."

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    "No leadership or group management roles present."

  • Progression

    Game with the same Progression vibe

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    "Unlocking characters and collecting stars provide a sense of advancement and reward."

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    "Collecting stars and achievements provides a sense of progression and accomplishment."

  • Relaxation

    Game with the same Relaxation vibe

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    "Music and flow can induce relaxation, but challenging sections create tension and frustration."

    Capsule for 140 140

    "Music and flow can be relaxing, but high difficulty induces tension and frustration."

  • Sensation

    Game with the same Sensation vibe

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    "Strong sensory stimulation from visuals, sound design, and music."

    Capsule for JDM: Japanese Drift Master JDM: Japanese Drift Master

    "Strong sensory stimulation from vibrant visuals, electronic music, and sound effects."

  • Status

    Game with the same Status vibe

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    "Some social recognition possible via leaderboards and achievements, but not a primary focus."

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    "Some social recognition possible via leaderboards and achievements, but limited."

  • Story

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    "A lighthearted, comedic narrative with visual novel elements adds context and humor to gameplay."

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    "Humorous and absurd narrative adds context and entertainment beyond gameplay."

  • Strategy

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    "Requires planning and precise timing in platforming and puzzle solving; some trial and error involved."

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    "Requires planning and precise timing to overcome platforming challenges."

  • Thrill

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    "Increasing difficulty and risk of failure create suspense and excitement during gameplay."

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    "High difficulty and risk of failure create suspense and thrill during gameplay."

  • Value

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    "Mixed opinions on value; short length and limited content make full price seem high, but good on sale."

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    "Short length and limited content make full price questionable; better value on sale."

  • Violence

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    "Some combat-like elements (stomping enemies), but mostly focused on platforming rather than destruction."

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  • Survival

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    "Avoiding hazards and death is core gameplay, requiring careful resource (timing and movement) management."

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Last update: 01/06/2026