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Even the Ocean similar games & best alternatives

Even the Ocean

PC (Microsoft Windows), Mac, Xbox One, PlayStation 4, Nintendo Switch • 2016

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Quick resume

A physics-shifting puzzle platformer where you'll delve into dangerous power plants and massive creatures! Run into Light and Dark Energy-infused hazards to shift your movement physics to conquer each challenge. Explore towns and cities, and help a world thrown out of balance.

Global score

86/100

Genres

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

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    Pros

    • Unique light/dark energy balancing mechanic
    • Engaging narrative with diverse characters
    • Relaxing music and atmospheric art
    • Accessible gameplay with multiple modes
    • Extensive accessibility options

    Cons

    • Story pacing uneven and sometimes preachy
    • Platforming difficulty generally low
    • Some character designs and art divisive
    • Limited exploration and secrets
    • Dialogue can be lengthy and unskippable

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to choose characters, weapons, cheats, handicaps, and difficulty settings, allowing personal control over gameplay experience."

      Capsule for Bullet Heaven 2 Bullet Heaven 2

      "Players have freedom to choose game modes (full, story-only, gauntlet) and customize gameplay experience extensively, reflecting high player control and personal freedom."

    • Competence

      Game with the same Competence vibe

      2

      "Puzzles and platforming provide moderate challenge with some skill and timing required, but overall accessible and not overly difficult."

      Capsule for Omno Omno

      "Platforming and puzzles are generally easy to moderate, with some skill required for timing and balancing energies, but overall accessible and not highly challenging."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal progression and exploration; no mention of ranked modes or leaderboards; some speedrunning achievements but mostly self-set goals."

      Capsule for UNSIGHTED UNSIGHTED

      "Focus is on personal progress and story; no evidence of competitive modes or ranking systems; speedrunning is supported but optional."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report habitual play, replaying modes, and engaging with post-game content like furnishing and outfits."

      Capsule for Vampire Mansion Vampire Mansion

      "Players report engaging gameplay and story that kept them playing for multiple hours; post-game content and replay modes encourage habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Single-player experience focused on individual story and activities; no cooperative gameplay."

      Capsule for Yakuza 0 Yakuza 0

      "Single-player experience focused on individual platforming and narrative; no multiplayer or cooperative gameplay elements mentioned."

    • Creativity

      Game with the same Creativity vibe

      4

      "Unique color manipulation mechanic and creative puzzle design encourage experimentation and creative problem solving."

      Capsule for Hue Hue

      "Unique light/dark energy balancing mechanic and varied level design encourage creative problem solving and experimentation."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; interactions are narrative-driven and respectful."

      Capsule for Forgotton Anne Forgotton Anne

      "No elements of exerting control or superiority over others; interactions are respectful and collaborative in narrative tone."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a relaxing, immersive experience with atmospheric art and music, providing distraction and stress relief."

      Capsule for Stone Story RPG Stone Story RPG

      "Players use the game as a relaxing, immersive experience with atmospheric music and art, providing distraction and emotional engagement."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of intrinsic interest in the story and atmosphere, with no external pressure or obligation."

      Capsule for tomorrow won't come for those without ██████ tomorrow won't come for those without ██████

      "Players engage voluntarily out of intrinsic interest in story, mechanics, and atmosphere; no obligation or external pressure reported."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Game introduces new mechanics gradually, encouraging players to explore and adapt strategies."

      Capsule for Slayaway Camp Slayaway Camp

      "Game introduces new mechanics regularly and encourages players to try different strategies with energy balancing and platforming."

    • Exploration

      Game with the same Exploration vibe

      2

      "The game features a small open world map with locations to visit, side missions, and some secrets, though the environment is limited."

      Capsule for Contraband Police Contraband Police

      "Game features an overworld map and multiple areas to explore, though some locations are restricted; some secret areas and post-game content exist."

    • Expression

      Game with the same Expression vibe

      -2

      "Character customization is minimal; players use predefined characters with fixed personalities and appearances."

      Capsule for Why Am I Dead At Sea Why Am I Dead At Sea

      "Character customization is minimal; art style is fixed and players do not modify characters or environments."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "The game features a fictional, surreal world with metaphysical themes and imaginative storytelling."

      Capsule for Nihilumbra Nihilumbra

      "Game world is a surreal fantasy setting with imaginative elements like energy balancing and giant creatures, though grounded in relatable themes."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Strong sense of community and belonging in the story, though gameplay is single-player and social interaction is narrative-based."

      Capsule for Newfound Courage Newfound Courage

      "Narrative includes diverse characters and social interactions, creating a sense of community, but gameplay is solo-focused."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop skills in platforming, combat, and puzzle solving; story and character growth also emphasized."

      Capsule for UNCHARTED™: Legacy of Thieves Collection UNCHARTED™: Legacy of Thieves Collection

      "Players develop skills in platforming and puzzle solving; story and character development offer personal and thematic growth."

    • Health

      Game with the same Health vibe

      -4

      "Sedentary gameplay with no physical activity; some players note unhealthy play habits."

      Capsule for Graveyard Keeper Graveyard Keeper

      "Sedentary gameplay with no physical activity; however, game is relaxing and not promoting unhealthy habits."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention for platforming and puzzle solving; not designed for background or idle play."

      Capsule for Hypnagogia 無限の夢 Boundless Dreams Hypnagogia 無限の夢 Boundless Dreams

      "Requires focused attention for platforming and puzzle solving; not designed for background or casual idle play."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Narrative includes romantic and interpersonal interactions, fostering emotional connection with characters."

      Capsule for Elisa: The Innkeeper - Prequel Elisa: The Innkeeper - Prequel

      "Narrative explores close relationships and emotional themes, though social interactions are scripted and not player-driven."

    • Leadership

      Game with the same Leadership vibe

      -4

      "No leadership roles or group management; player acts independently without directing others."

      Capsule for The Walking Dead: Saints & Sinners The Walking Dead: Saints & Sinners

      "No leadership or group management elements; player acts independently without directing others."

    • Progression

      Game with the same Progression vibe

      3

      "Players progress through story chapters, unlock new areas and puzzles, and develop character arcs."

      Capsule for Garten of Banban 6 Garten of Banban 6

      "Players progress through levels, unlock story chapters, and gain access to post-game content; some character development occurs."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "Game praised for its relaxing atmosphere, flow, and soothing music."

      Capsule for Beatbuddy: Tale of the Guardians Beatbuddy: Tale of the Guardians

      "Game praised for its relaxing music, smooth controls, and calming atmosphere, providing a soothing experience."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable visual art style and atmospheric soundtrack provide sensory stimulation and emotional engagement."

      Capsule for Voidwrought Voidwrought

      "Enjoyable visual art style and ambient soundtrack provide sensory stimulation and emotional engagement."

    • Status

      Game with the same Status vibe

      -4

      "No social status or recognition systems; achievements exist but are personal and not socially evaluated."

      Capsule for Squishy the Suicidal Pig Squishy the Suicidal Pig

      "No social status or recognition systems; achievements exist but are personal and not socially emphasized."

    • Story

      Game with the same Story vibe

      4

      "Strong narrative with character development and lore; story is a major motivator for player engagement."

      Capsule for Horizon Forbidden West™ Complete Edition Horizon Forbidden West™ Complete Edition

      "Strong narrative focus with diverse characters and meaningful themes; story drives player engagement and is a core element."

    • Strategy

      Game with the same Strategy vibe

      2

      "Some puzzle solving and planning required, but mostly straightforward platforming challenges."

      Capsule for Knytt Underground Knytt Underground

      "Puzzle platforming requires planning and balancing energies, but challenges are generally straightforward and accessible."

    • Thrill

      Game with the same Thrill vibe

      -2

      "Game is low risk and low suspense; challenge is present but not thrilling or tense."

      Capsule for TasteMaker TasteMaker

      "Game is more relaxing and contemplative than suspenseful; platforming challenges are not highly tense or risky."

    • Value

      Game with the same Value vibe

      3

      "Players find good value in the game's engaging story and gameplay, especially at discounted prices."

      Capsule for Nancy Drew®: Alibi in Ashes Nancy Drew®: Alibi in Ashes

      "Players find good value in the game’s length, story, and unique mechanics, especially at discounted prices."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay; focus is on constructive puzzle solving and exploration."

      Capsule for Chants of Sennaar Chants of Sennaar

      "No combat or destructive gameplay; focus is on constructive problem solving and exploration."

    • Survival

      Game with the same Survival vibe

      1

      "Some challenge in avoiding death and resets, but checkpoints and forgiving mechanics reduce survival pressure."

      Capsule for Lunistice Lunistice

      "Energy balancing mechanic introduces risk of death, but overall low threat level and forgiving checkpoints reduce survival tension."

    Analysis

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

    Last update: 30/04/2026