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That Dragon, Cancer similar games & best alternatives

That Dragon, Cancer

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

Similar games

    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

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. Here, the score leans higher than usual among comparable games on Survival, Intimacy. It leans lower than usual among comparable games on Relaxation.

    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
      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."

    Last update: 29/04/2026