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[Chilla's Art] Aka Manto | 赤マント similar games & best alternatives

[Chilla's Art] Aka Manto | 赤マント

PC (Microsoft Windows) • 2019

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Quick resume

Aka Manto (赤マント Red Cloak), aka Red Cape or Red Mantle, is a Japanese urban legend about a masked spirit who wears a red cloak, and who appears to people using public or school restrooms.

Global score

88/100

Genres

Action, Adventure, Casual, Indie, Simulator, Strategy

Similar games

    Pros

    • Intense horror atmosphere
    • Challenging puzzles and survival mechanics
    • Engaging sound design
    • Retro ps1-style graphics
    • Low price with good content

    Cons

    • Permadeath can be frustrating
    • Confusing map layout
    • Limited inventory space
    • Some ai and bug issues
    • Lack of save points

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have control over puzzle solving and exploration within a narrative structure, with some time-sensitive decisions and multiple item combinations."

      Capsule for The Drifter The Drifter

      "Players make many decisions about item management and exploration, but the game has fixed map and puzzle structure."

    • Competence

      Game with the same Competence vibe

      4

      "Game offers challenging puzzles and survival mechanics with skill-based progression and learning curve."

      Capsule for Backrooms: Escape Together Backrooms: Escape Together

      "The game is challenging with puzzles and survival mechanics requiring skill and learning."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal survival and puzzle completion without direct player-vs-player competition or leaderboards."

      Capsule for Granny 3 Granny 3

      "Focus is on individual survival and puzzle solving without direct player-vs-player competition."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report habitual play and long sessions despite difficulty; some mention frustration but many return repeatedly."

      Capsule for Quake Live Quake Live

      "Players report repeated attempts and long play sessions despite frustration and permadeath."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Single-player experience with no cooperative elements."

      Capsule for The Impossible Game The Impossible Game

      "Single-player experience with no cooperative elements."

    • Creativity

      Game with the same Creativity vibe

      1

      "Limited creativity in gameplay; players can experiment with strategies but within fixed game mechanics and environments."

      Capsule for Five Nights at Freddy's 3 Five Nights at Freddy's 3

      "Limited creativity in gameplay; players follow fixed puzzles and item placements but can experiment with strategies."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power over others; purely solo experience."

      Capsule for SteamWorld Dig SteamWorld Dig

      "No social dominance or power over others; purely solo experience."

    • Escapism

      Game with the same Escapism vibe

      4

      "Strong immersion in a horror atmosphere provides escape from reality and intense emotional experience."

      Capsule for Shattered Lights Shattered Lights

      "Strong immersion in horror atmosphere provides escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic interest and challenge, not due to obligation."

      Capsule for Haydee Haydee

      "Players engage voluntarily for intrinsic interest and challenge, not obligation."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players experiment with crafting, navigation, and resource use to survive."

      Capsule for Near Death Near Death

      "Players explore map and experiment with item usage and strategies to survive."

    • Exploration

      Game with the same Exploration vibe

      4

      "Exploration of school environments and discovery of ghost stories and secrets is a key gameplay element."

      Capsule for White Day: A Labyrinth Named School White Day: A Labyrinth Named School

      "Exploration of a large, confusing school environment is a core gameplay element."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or self-expression features."

      Capsule for Getting Over It with Bennett Foddy Getting Over It with Bennett Foddy

      "No character customization or self-expression features."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Game is based on Japanese urban legends and supernatural themes, creating an imaginative and eerie fictional experience."

      Capsule for [Chilla's Art] The Ghost Train | 幽霊列車 [Chilla's Art] The Ghost Train | 幽霊列車

      "Engages players in supernatural horror fiction based on Japanese urban legend."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; solo play only."

      Capsule for Bright Memory: Infinite Bright Memory: Infinite

      "No social or community features; solo play only."

    • Growth

      Game with the same Growth vibe

      4

      "Players learn map, enemy patterns, and puzzle solutions through repeated play and trial-and-error."

      Capsule for Clock Tower: Rewind Clock Tower: Rewind

      "Players learn map, enemy behavior, and puzzle solutions over repeated attempts."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity involved."

      Capsule for World of Tanks Blitz World of Tanks Blitz

      "Sedentary gameplay with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires continuous attention and focus due to tense atmosphere and constant threats."

      Capsule for Outlast Outlast

      "Requires continuous attention and focus due to tense atmosphere and permadeath."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional relationship building."

      Capsule for Five Nights at Freddy's 2 Five Nights at Freddy's 2

      "No social or emotional relationship building."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements."

      Capsule for High On Life High On Life

      "No leadership or group management elements."

    • Progression

      Game with the same Progression vibe

      3

      "Players collect items, weapons, and perks, and progress through levels and unlocks."

      Capsule for BIGFOOT BIGFOOT

      "Players collect items and unlock areas, but permadeath resets progress."

    • Relaxation

      Game with the same Relaxation vibe

      -4

      "Sustained tension and stress dominate the experience; not designed for relaxation."

      Capsule for Alien: Isolation Alien: Isolation

      "High tension and stress dominate the experience; not relaxing."

    • Sensation

      Game with the same Sensation vibe

      4

      "Strong sensory stimulation through sound design, visuals, and jump scares."

      Capsule for September 7th September 7th

      "Strong sensory stimulation from sound design, jump scares, and visual effects."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems."

      Capsule for Alan Wake Alan Wake

      "No social recognition or status systems."

    • Story

      Game with the same Story vibe

      3

      "Narrative delivered through environmental storytelling and notes, based on real urban legends."

      Capsule for [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル [Chilla's Art] Inunaki Tunnel | 犬鳴トンネル

      "Narrative based on Japanese urban legend with environmental storytelling and lore."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires tactical planning, memorization of enemy patterns, and strategic use of resources."

      Capsule for Hotline Miami Hotline Miami

      "Requires planning item usage, route memorization, and timing to avoid enemy."

    • Thrill

      Game with the same Thrill vibe

      5

      "High suspense and thrill from jump scares, tension, and unpredictable threats."

      Capsule for Scrutinized Scrutinized

      "High suspense and adrenaline from constant threat and jump scares."

    • Value

      Game with the same Value vibe

      4

      "Players feel they receive good content and challenge for the price."

      Capsule for Garlic Garlic

      "Players feel they get good challenge and content for the low price."

    • Violence

      Game with the same Violence vibe

      4

      "Gameplay centers on violent combat, killing monsters with various weapons."

      Capsule for Monument Monument

      "Gameplay centers on avoiding lethal attacks and being hunted by a violent entity."

    • Survival

      Game with the same Survival vibe

      5

      "Core gameplay revolves around avoiding death and managing resources to survive."

      Capsule for Hand Simulator: Survival Hand Simulator: Survival

      "Core gameplay is about avoiding death and managing resources to survive."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Relaxation, Survival, Violence, Fellowship. It leans lower than usual among comparable games on Expression, Status, Creativity.

    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.

    Last update: 30/04/2026