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The Last Tinker™: City of Colors similar games & best alternatives

The Last Tinker™: City of Colors

PC (Microsoft Windows), PlayStation 4, Mac, Linux • 2014

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Quick resume

The Last Tinker is a joyous action adventure and definitely no platformer, as there is no jump button. Koru, a boy from the slums of Colortown, must rise and stand against the Bleakness, a dark force intent on wiping out joy. Koru must use color and emotion to restore life to Colortown!

Global score

81/100

Genres

Action, Adventure, Indie, Platform

Similar games

    Pros

    • Colorful and creative world design
    • Engaging story with meaningful themes
    • Accessible and smooth gameplay
    • Pleasant soundtrack and visuals
    • Suitable for all ages including children

    Cons

    • Automatic jumping limits player control
    • Combat can be repetitive and simple
    • Linear level design with limited exploration
    • Short game length with limited replay value
    • Some technical issues and bugs reported

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Survival, Violence, Fellowship, Expression. Here, the score leans higher than usual among comparable games on Expression, Sensation. It leans lower than usual among comparable games on Thrill.

    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
      3

      "Players have freedom to explore and choose paths, but jumping is automatic and some mechanics are on rails, limiting full control."

    • Competence
      2

      "Combat and puzzles provide some challenge especially on higher difficulties, but overall gameplay is accessible and not highly skill-demanding."

    • Competition
      -4

      "Focus is on single-player experience with no competitive elements or leaderboards."

    • Continuation
      1

      "Game length is moderate with some replayability through collectibles and level select, but some players find limited incentive to replay."

    • Cooperation
      -5

      "Entirely single-player with no cooperative gameplay or multiplayer features."

    • Creativity
      4

      "Highly creative world design, color-based mechanics, and character abilities; unique art style and imaginative environments."

    • Domination
      -5

      "No elements of domination or power over others; gameplay is cooperative with NPCs and solo."

    • Escapism
      4

      "Colorful, charming world and story provide a pleasant escape from reality, suitable for relaxation and nostalgia."

    • Expectation
      -4

      "Players engage voluntarily for enjoyment and nostalgia; no indication of obligation or external pressure."

    • Experimenting
      2

      "Players can try different color powers and combat strategies, though platforming is mostly on rails."

    • Exploration
      3

      "Encourages exploration of colorful districts and hidden collectibles, though level design is mostly linear."

    • Expression
      3

      "Customization through unlockable visual modes and concept art; character personalization is limited but present."

    • Fantasy
      4

      "Set in a whimsical, imaginative world with anthropomorphic characters and magical color powers."

    • Fellowship
      -4

      "Primarily a solo experience with minimal social interaction or community involvement."

    • Growth
      3

      "Players learn new abilities and combat combos; some puzzles require problem solving and adaptation."

    • Health
      -5

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

    • Idle
      -3

      "Requires focused attention during platforming and combat; not designed for idle or background play."

    • Intimacy
      -4

      "Limited emotional connection mostly through story and characters; no social or relationship building."

    • Leadership
      -5

      "No leadership or group management mechanics; player acts independently."

    • Progression
      4

      "Players collect items, unlock abilities, and upgrade powers as they progress through the story."

    • Relaxation
      3

      "Generally relaxing gameplay with light challenge and soothing music; suitable for casual play."

    • Sensation
      4

      "Bright, colorful visuals and engaging soundtrack provide strong sensory stimulation and enjoyment."

    • Status
      -5

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

    • Story
      4

      "Engaging narrative with themes of unity and emotions; story is a core part of the experience."

    • Strategy
      2

      "Combat and puzzle-solving require some planning and tactical thinking, though platforming is straightforward."

    • Thrill
      -2

      "Game is low risk and low tension; designed for casual enjoyment rather than suspense or thrill."

    • Value
      3

      "Good perceived value especially when purchased on sale; praised for quality relative to price."

    • Violence
      -3

      "Combat is non-violent and cartoonish; emphasis on color powers rather than destruction."

    • Survival
      -3

      "No survival mechanics; player can respawn easily and gameplay is forgiving."

    Last update: 29/04/2026