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Iris and the Giant

Xbox One, PlayStation 5, Nintendo Switch, PC (Microsoft Windows), Linux, Xbox Series X|S, Mac, PlayStation 4, Android • 2020

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Quick resume

Iris and The Giant is a fusion of the CCG, RPG and roguelike genres. You play as Iris, who must brave her fears in her imaginary world. Dive into a melancholic and gripping adventure, filled with cute monsters and buried memories. Ready to face your inner demons?

Global score

88/100

Genres

Indie, Role-playing (RPG), Strategy, Card & Board Game, Turn-based strategy (TBS), Tactical, Puzzle, Adventure

Pros

  • Unique and engaging deckbuilding mechanics
  • Emotional and touching narrative
  • Beautiful minimalist art style
  • Challenging and strategic gameplay
  • Good value for price especially on sale

Cons

  • Some bugs and technical issues
  • Limited replayability after main story
  • Lack of detailed tutorials and explanations
  • Fixed level layouts reduce variety
  • Some frustrating difficulty spikes and rng dependence

Motivations

  • Autonomy
    3

    "Players have meaningful choices in card play, path selection, and upgrades, allowing control over strategy despite some fixed level layouts."

  • Competence
    4

    "The game offers challenging tactical combat requiring skillful deck and resource management, with a learning curve and strategic depth praised by players."

  • Competition
    -3

    "Focus is on personal progression and strategy rather than direct competition or leaderboards; players set their own goals and pace."

  • Continuation
    1

    "Some players report replayability through unlocks and achievements, but others find limited long-term engagement after completing main content."

  • Cooperation
    -5

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

  • Creativity
    2

    "Players customize their deck and choose upgrades, but the game uses mostly predefined cards and fixed level designs."

  • Domination
    -5

    "No evidence of exerting control over others; gameplay is solitary and non-competitive."

  • Escapism
    4

    "The game’s narrative and atmosphere provide emotional immersion and a way to explore inner struggles, serving as an escape from real life."

  • Expectation
    -4

    "Players engage voluntarily out of interest and enjoyment; no indication of obligation or external pressure."

  • Experimenting
    3

    "Players experiment with different card combinations, strategies, and upgrade paths to overcome challenges."

  • Exploration
    1

    "Some exploration of secret paths and hidden elements exists, but main levels are mostly static and linear."

  • Expression
    -2

    "Limited customization mostly tied to deck and upgrade choices; no avatar or environment personalization."

  • Fantasy
    4

    "Strong fantasy elements with mythical creatures and imaginative narrative representing inner emotional struggles."

  • Fellowship
    -5

    "No social or community gameplay elements; experience is solitary."

  • Growth
    4

    "Players develop skills and knowledge through repeated runs, unlocking new cards, powers, and strategies."

  • Health
    -5

    "No physical activity or health-related gameplay aspects."

  • Idle
    -3

    "Requires focused attention and strategic planning; not suited for casual or background play."

  • Intimacy
    -5

    "No close social interactions or relationship-building features."

  • Leadership
    -5

    "No leadership or group management mechanics present."

  • Progression
    4

    "Strong progression through unlocking cards, memories, imaginary friends, and upgrades across runs."

  • Relaxation
    3

    "Generally described as relaxing with a balanced challenge, though some frustration reported at difficulty spikes."

  • Sensation
    2

    "Enjoyable art, music, and sound design provide pleasant sensory experience, though not highly intense."

  • Status
    -5

    "No social status or recognition systems; achievements are personal and not publicly ranked."

  • Story
    4

    "Narrative is a key component, emotionally engaging and integrated into gameplay, though some find it simplistic."

  • Strategy
    4

    "Requires tactical thinking, planning card usage and enemy prioritization; praised for strategic depth."

  • Thrill
    2

    "Some tension and challenge in combat, but overall experience is more contemplative than adrenaline-fueled."

  • Value
    3

    "Generally considered good value especially on sale, with many hours of engaging gameplay for the price."

  • Violence
    2

    "Combat involves defeating enemies with cards, but violence is stylized and symbolic rather than graphic."

  • Survival
    3

    "Players must manage resources and avoid failure by careful planning and card management."

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    Last update: 06/03/2026