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Doorways: Old Prototype similar games & best alternatives

Doorways: Old Prototype

PC (Microsoft Windows), Mac, Linux • 2016

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Quick resume

An immersive and twisted adventure created before the official development of the Doorways saga

Global score

86/100

Genres

Action, Adventure, Indie, Free To Play

Similar games

    Pros

    • Free to play
    • Good atmosphere and immersive audio
    • Challenging and engaging platforming
    • Developer notes provide interesting backstory
    • Runs well on minimal hardware

    Cons

    • No save system or pause menu
    • Short length with limited replay value
    • Clunky controls and occasional bugs
    • No multiplayer or social features
    • Some grammar and presentation issues in notes

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have control over their precise movements and decisions in platforming challenges, though progression is linear through levels."

      Capsule for Electronic Super Joy Electronic Super Joy

      "Players can freely explore levels and choose their approach to platforming challenges, though the game is linear in progression."

    • Competence

      Game with the same Competence vibe

      3

      "Platforming requires skillful jumping, timing, and use of abilities; challenges increase but remain accessible."

      Capsule for Evo\Wave Evo\Wave

      "Platforming requires skillful timing and precision jumps, providing moderate challenge and feedback."

    • Competition

      Game with the same Competition vibe

      -5

      "Singleplayer experience with no competitive or leaderboard elements; focus is on personal exploration and pacing."

      Capsule for Summer of '58 Summer of '58

      "Singleplayer experience with no competitive or ranked elements; focus is on personal progression."

    • Continuation

      Game with the same Continuation vibe

      -3

      "Short playtime (~30-60 minutes) and lack of save system encourage single-session play and may reduce habitual engagement."

      Capsule for Flicker of Hope Flicker of Hope

      "Short playtime (~30-40 minutes) and no save system discourage long or repeated sessions."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely singleplayer with no cooperative or multiplayer features."

      Capsule for Dude, Stop Dude, Stop

      "Entirely singleplayer with no multiplayer or cooperative features."

    • Creativity

      Game with the same Creativity vibe

      3

      "Includes interactive elements, multimedia, and unique presentation that allow users to explore creative content about game development."

      Capsule for Portal 2 - The Final Hours Portal 2 - The Final Hours

      "Includes developer notes and unique atmospheric design; players engage with a creative platforming environment."

    • Domination

      Game with the same Domination vibe

      -5

      "No social or power dynamics; purely individual experience without exerting control over others."

      Capsule for SCP022 SCP022

      "No social or power dynamics; purely individual experience without exerting control over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "The atmospheric horror and immersive gameplay provide strong distraction and escape from real life."

      Capsule for EMPTY SHELL: PROLOGUE EMPTY SHELL: PROLOGUE

      "Atmospheric horror and immersive platforming provide distraction and escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and curiosity."

      Capsule for Close Your Eyes [Old Version] Close Your Eyes [Old Version]

      "Players engage voluntarily out of curiosity or interest in the series and development history."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players try different difficulties, adjust settings, and explore story and gameplay mechanics, though core gameplay is structured."

      Capsule for UNBEATABLE [white label] UNBEATABLE [white label]

      "Players try different platforming approaches and explore developer commentary, though gameplay is mostly fixed."

    • Exploration

      Game with the same Exploration vibe

      2

      "Players explore different areas and uncover notes and secrets, though environments are mostly linear."

      Capsule for Oakwood Oakwood

      "Players explore linear levels and discover developer notes, but environments are limited and mostly linear."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or player-driven aesthetic changes; fixed presentation style."

      Capsule for CONCLUSE CONCLUSE

      "No character customization or player-driven aesthetic changes; fixed presentation."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Game features imaginative horror elements, surreal environments, and a fictional narrative with supernatural undertones."

      Capsule for Out of Sight Out of Sight

      "Game features surreal horror themes and imaginative settings, though grounded in platforming mechanics."

    • Fellowship

      Game with the same Fellowship vibe

      -5

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

      Capsule for Gravity Field Gravity Field

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

    • Growth

      Game with the same Growth vibe

      2

      "Players develop platforming skills and understanding of mechanics, though limited by short gameplay."

      Capsule for TRY AGAIN TRY AGAIN

      "Players develop platforming skills and learn game mechanics, but limited depth due to short length."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention due to platforming challenges and combat; not suited for casual or background play."

      Capsule for Age of Barbarian Extended Cut Age of Barbarian Extended Cut

      "Requires focused attention due to platforming challenges; not suited for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social interaction or relationship building; purely individual experience."

      Capsule for The Room Three The Room Three

      "No social interaction or relationship building; purely individual experience."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; singleplayer experience."

      Capsule for killer7 killer7

      "No leadership or group management elements; singleplayer only."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through levels and achievements, but no item collection or upgrades."

      Capsule for FRAMED Collection FRAMED Collection

      "Progression through levels and discovery of notes, but no item collection or upgrades."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Atmosphere can be unsettling and tense; some players find it relaxing while others find it stressful or frustrating."

      Capsule for OK/NORMAL OK/NORMAL

      "Atmosphere can be tense and suspenseful; some players find it relaxing while others find platforming stressful."

    • Sensation

      Game with the same Sensation vibe

      2

      "Atmospheric audio and visuals provide sensory stimulation, though not extreme or overwhelming."

      Capsule for Alone in the Dark Alone in the Dark

      "Good atmospheric audio and visuals provide sensory stimulation, though not extreme."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems present."

      Capsule for Magic Archery Magic Archery

      "No social recognition or status systems present."

    • Story

      Game with the same Story vibe

      3

      "Narrative immersion through notes, cutscenes, and environmental storytelling, though story is sometimes confusing."

      Capsule for Fobia - St. Dinfna Hotel Fobia - St. Dinfna Hotel

      "Developer notes provide narrative context and history, offering some story immersion despite minimal plot."

    • Strategy

      Game with the same Strategy vibe

      1

      "Some problem solving and timing in platforming, but mostly straightforward linear gameplay."

      Capsule for TRY AGAIN TRY AGAIN

      "Platforming requires timing and some planning, but overall straightforward gameplay."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense and tension arise from the horror elements and challenging platforming."

      Capsule for eversion eversion

      "Some suspense and tension from horror atmosphere and platforming challenges."

    • Value

      Game with the same Value vibe

      5

      "Free to play with substantial content for no cost; players perceive good value for time invested."

      Capsule for SCP: Nine-Tailed Fox SCP: Nine-Tailed Fox

      "Free to play with solid content for a prototype; players perceive good value for time invested."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay; focus is on platforming and exploration."

      Capsule for Yellow Taxi Goes Vroom Yellow Taxi Goes Vroom

      "No combat or destruction; focus is on platforming and exploration."

    • Survival

      Game with the same Survival vibe

      1

      "Avoiding falling off and obstacles provides a light survival challenge within levels."

      Capsule for AtmaSphere AtmaSphere

      "Avoiding death from falls and hazards provides light survival challenge."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Value. It leans lower than usual among comparable games on Violence, 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