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That Dragon, Cancer

PC (Microsoft Windows), Linux, iOS, Ouya, Mac, Android • 2016

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Quick resume

An immersive, narrative videogame that retells Joel Green’s 4-year fight against cancer through about two hours of poetic, imaginative gameplay that explores themes of faith, hope and love.

Global score

90/100

Genres

Adventure, Indie, Point-and-click, Simulator, Puzzle

Pros

  • Deeply emotional and personal narrative
  • Unique artistic and symbolic storytelling
  • Authentic voice acting by family members
  • Thought-provoking and impactful experience
  • Short but meaningful playtime

Cons

  • Minimal and clunky gameplay mechanics
  • Linear and limited player agency
  • Strong christian themes may alienate some players
  • Short duration may feel insufficient for some
  • Some confusing navigation and progression

Motivations

  • Autonomy
    2

    "Players have limited control, mostly point-and-click exploration and interaction with narrative elements, reflecting some personal agency but within a linear story."

  • Competence
    -3

    "Gameplay is minimal and simple, with few challenges or skill tests; focus is on narrative experience rather than technical mastery."

  • Competition
    -5

    "No competitive elements; experience is personal and introspective without comparison to others."

  • Continuation
    -2

    "Short playtime (~2 hours) and emotionally intense content may limit habitual or prolonged play sessions."

  • Cooperation
    -5

    "Single-player experience focused on individual reflection; no multiplayer or cooperative gameplay."

  • Creativity
    1

    "Some creative narrative and symbolic elements, but limited player-driven creation or modification."

  • Domination
    -5

    "No elements of exerting control or superiority over others; experience is empathetic and equal."

  • Escapism
    3

    "Players engage in a deeply emotional narrative that offers a form of escape through immersion in a personal story."

  • Expectation
    -4

    "Players engage voluntarily out of personal interest and emotional connection, not obligation or external pressure."

  • Experimenting
    -3

    "Gameplay is linear and narrative-driven with limited exploration or experimentation."

  • Exploration
    2

    "Players explore symbolic and narrative environments, discovering story elements and emotional content."

  • Expression
    -2

    "Limited customization or self-expression; focus is on experiencing the creators' story."

  • Fantasy
    1

    "Includes symbolic and imaginative elements (e.g., dragon metaphor), but grounded in a real-life story."

  • Fellowship
    -4

    "Experience is solitary and introspective, with minimal social interaction."

  • Growth
    3

    "Players gain emotional insight and personal reflection through the narrative experience."

  • Health
    -5

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

  • Idle
    -4

    "Requires focused attention and emotional engagement; not suited for background or casual play."

  • Intimacy
    4

    "Strong emotional connection and sharing of intimate family experiences conveyed through narrative."

  • Leadership
    -5

    "No leadership or group management elements; experience is personal and individual."

  • Progression
    1

    "Narrative progression through story chapters and emotional development rather than item or power accumulation."

  • Relaxation
    -3

    "Emotionally intense and sometimes distressing; not primarily designed for relaxation or flow."

  • Sensation
    2

    "Artistic visuals and music provide sensory and emotional stimulation, though subdued and reflective."

  • Status
    -5

    "No social status or recognition systems; focus is on private emotional experience."

  • Story
    5

    "Central focus on narrative immersion and emotional storytelling based on a true and personal story."

  • Strategy
    -5

    "No strategic or problem-solving gameplay; experience is linear and narrative-driven."

  • Thrill
    -4

    "Lacks suspense or risk; emotional tension is present but not thrilling in a traditional sense."

  • Value
    1

    "Players perceive emotional and artistic value despite short length and limited gameplay."

  • Violence
    -5

    "No combat or destruction; focus is on emotional and narrative experience."

  • Survival
    3

    "Themes of coping with illness and mortality are central, reflecting a struggle to survive emotionally and physically."

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    Last update: 06/03/2026