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Cross of the Dutchman similar games & best alternatives

Cross of the Dutchman

PC (Microsoft Windows), Mac, Xbox 360, PlayStation 3, Linux • 2015

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Quick resume

Cross of the Dutchman is an action adventure game based on the true story of the folk legend 'Pier Gerlofs Donia'. The story takes place in medieval Western Europe, in the province of Frisia, near the turn of the 16th century.

Global score

75/100

Genres

Action, Adventure, Indie, Role-playing (RPG)

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    Pros

    • Engaging historical story
    • Colorful and charming art style
    • Simple and accessible combat
    • Good soundtrack and sound design
    • Easy achievements and upgrades

    Cons

    • Very short game length
    • Limited replay value
    • Linear gameplay with backtracking
    • Basic and repetitive combat
    • Annoying stealth sections with restarts

    Motivations

    • Autonomy

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      "Players can explore at their own pace with some freedom, but the story progression is somewhat linear with required objectives."

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    • Competence

      Game with the same Competence vibe

      2

      "Combat is simple and accessible with some skill elements, but overall gameplay is easy and repetitive, suitable for casual players."

      Capsule for Zombie Vikings Zombie Vikings

      "Combat is simple with two main attacks and some upgrades; stealth sections add minor challenge but overall gameplay is easy and accessible."

    • Competition

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      "No evidence of competitive modes or player comparison; focus is on personal progression and story."

      Capsule for Adventure Time: Pirates of the Enchiridion Adventure Time: Pirates of the Enchiridion

      "No evidence of competitive modes or player comparison; focus is on single-player story and personal achievement."

    • Continuation

      Game with the same Continuation vibe

      -3

      "Short game (~2-3 hours) with little replay value; players generally complete it in one or two sessions and do not return frequently."

      Capsule for Tick Tock: A Tale for Two Tick Tock: A Tale for Two

      "Short game (~3-4 hours) with low replay value; players complete it in one or two sessions and often do not return unless for achievements."

    • Cooperation

      Game with the same Cooperation vibe

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

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

    • Creativity

      Game with the same Creativity vibe

      -2

      "Gameplay follows predefined maps and mechanics with limited customization beyond dragon upgrades."

      Capsule for HOARD HOARD

      "Limited customization beyond choosing upgrades; gameplay follows a linear path with predefined story and missions."

    • Domination

      Game with the same Domination vibe

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      "Interactions are single-player and story-driven with no social dominance or power dynamics over others."

      Capsule for KINGDOM HEARTS HD 2.8 Final Chapter Prologue KINGDOM HEARTS HD 2.8 Final Chapter Prologue

      "No social dominance or power over others; interactions are story-driven and single-player focused."

    • Escapism

      Game with the same Escapism vibe

      3

      "Players enjoy immersive fantasy world and nostalgic experience, providing an escape from reality."

      Capsule for Panzer Dragoon: Remake Panzer Dragoon: Remake

      "Players enjoy a historical fantasy setting and immersive story as a form of escape and entertainment."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for enjoyment and story interest; no obligation or external pressure noted."

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      "Players engage voluntarily for enjoyment and interest in the story; no obligation or external pressure noted."

    • Experimenting

      Game with the same Experimenting vibe

      -2

      "Gameplay is straightforward and repetitive, with limited exploration of new mechanics or strategies."

      Capsule for SWARMRIDERS SWARMRIDERS

      "Gameplay is straightforward and repetitive with limited experimentation; some minor variation in combat upgrades."

    • Exploration

      Game with the same Exploration vibe

      2

      "Some exploration of maps and hidden chests, but overall linear progression through known areas."

      Capsule for Eternal Senia Eternal Senia

      "Small open world with some exploration of points of interest and hidden chests, but overall linear and limited map."

    • Expression

      Game with the same Expression vibe

      -3

      "Minimal character customization or self-expression; mostly fixed visuals and story."

      Capsule for Silver Creek Falls: Chapter 1 Silver Creek Falls: Chapter 1

      "Minimal character customization or self-expression; mostly fixed character appearance and linear story."

    • Fantasy

      Game with the same Fantasy vibe

      2

      "Set in a stylized historical period with some fictionalized elements, blending realism with imaginative scenarios."

      Capsule for Plutocracy Plutocracy

      "Historical setting with some artistic license and stylized presentation, blending realistic and imaginative elements."

    • Fellowship

      Game with the same Fellowship vibe

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      "Mostly solo play with NPC interactions but limited social or community features."

      Capsule for The Witch of Fern Island The Witch of Fern Island

      "No social or community features; solo play with limited NPC interactions."

    • Growth

      Game with the same Growth vibe

      2

      "Players improve skills through mastering combat, secrets, and higher difficulties, though game is short."

      Capsule for Chop Goblins Chop Goblins

      "Players improve character abilities via upgrades and learn simple combat mechanics; limited depth."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity or health-related gameplay elements; typical sedentary gaming experience."

      Capsule for Bad North: Jotunn Edition Bad North: Jotunn Edition

      "No physical activity or health-related gameplay elements; typical sedentary gaming experience."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires player attention and active engagement; no background or idle gameplay elements."

      Capsule for Adventure Time: Finn and Jake's Epic Quest Adventure Time: Finn and Jake's Epic Quest

      "Requires player attention and active engagement; no idle or background gameplay."

    • Intimacy

      Game with the same Intimacy vibe

      -4

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

      Capsule for Yesterday Yesterday

      "Limited emotional connection mainly through story; no social or close relationship building."

    • Leadership

      Game with the same Leadership vibe

      1

      "Player leads protagonist's decisions but no group management or leadership over others."

      Capsule for The Pirate's Fate The Pirate's Fate

      "Player leads the protagonist and his allies in story but no group management or multiplayer leadership."

    • Progression

      Game with the same Progression vibe

      3

      "Progression through levels and unlocking numerous achievements and trading cards."

      Capsule for Zup! S Zup! S

      "Progression through collecting gold, upgrading skills and abilities, and unlocking achievements."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Generally relaxing and charming gameplay with lighthearted tone and simple controls."

      Capsule for Squidlit Squidlit

      "Generally relaxing and accessible gameplay with a lighthearted tone and simple mechanics."

    • Sensation

      Game with the same Sensation vibe

      2

      "Colorful graphics and varied soundtracks provide sensory enjoyment; combat animations are satisfying but not cutting-edge."

      Capsule for Royal Quest Online Royal Quest Online

      "Colorful visuals, satisfying combat animations, and fitting soundtrack provide sensory enjoyment."

    • Status

      Game with the same Status vibe

      -4

      "No social status or recognition systems; achievements are personal and not socially competitive."

      Capsule for Dreamland Dreamland

      "No social status or recognition systems; achievements are personal and not socially comparative."

    • Story

      Game with the same Story vibe

      4

      "Strong narrative focus with historical storytelling and engaging cutscenes."

      Capsule for Aviators Aviators

      "Strong narrative focus with historical story, character development, and hand-drawn cutscenes."

    • Strategy

      Game with the same Strategy vibe

      -2

      "Combat and gameplay are straightforward with limited strategic depth."

      Capsule for Ryse: Son of Rome Ryse: Son of Rome

      "Combat and gameplay are simple and straightforward with minimal strategic depth."

    • Thrill

      Game with the same Thrill vibe

      0

      "Some suspense in story but overall low risk and tension in gameplay."

      Capsule for LiEat LiEat

      "Some tension in stealth sections but overall gameplay is low risk and not highly suspenseful."

    • Value

      Game with the same Value vibe

      3

      "Good perceived value for price, especially on sale; short but satisfying experience."

      Capsule for Hero of the Kingdom Hero of the Kingdom

      "Good perceived value for price, especially on sale; short but enjoyable experience."

    • Violence

      Game with the same Violence vibe

      3

      "Combat involves fighting many enemies with various attacks and skills; cartoonish violence."

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      "Combat involves fighting and defeating enemies with fists and sword; moderate level of cartoonish violence."

    • Survival

      Game with the same Survival vibe

      -2

      "Minimal threat or resource management; low difficulty and forgiving gameplay."

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      "Some challenge in avoiding death and stealth sections, but mostly stable and forgiving gameplay."

    Analysis

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

    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