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GOODBYE WORLD similar games & best alternatives

GOODBYE WORLD

PC (Microsoft Windows), Xbox One, PlayStation 4, Xbox Series X|S, Nintendo Switch, PlayStation 5 • 2022

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Quick resume

"GOODBYE WORLD" is a narrative adventure game. Play through 12 stages of a puzzle platformer while following the two protagonists through 13 chapters of their story.

Global score

85/100

Genres

Adventure, Indie, Platform, Visual Novel, Puzzle

Similar games

    Pros

    • Emotional and relatable narrative
    • Beautiful pixel art and music
    • Unique blend of visual novel and puzzle platformer
    • Optional puzzle difficulty with skip option
    • Short and impactful experience

    Cons

    • Short length may not justify full price
    • Puzzle platformer can be frustrating
    • Limited gameplay depth
    • Linear story with minimal replay value
    • Some players find the ending confusing or unsatisfying

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to explore, solve puzzles, and choose actions within a narrative-driven adventure."

      Capsule for Cleo - a pirate's tale Cleo - a pirate's tale

      "Players experience a narrative-driven game with some freedom in how they engage with platforming sections (can skip or attempt puzzles), reflecting personal control over gameplay engagement."

    • 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

      "The puzzle platforming sections provide some skill challenge, though they are optional and not the main focus, offering moderate tests of player ability."

    • Competition

      Game with the same Competition vibe

      -4

      "The game is a single-player narrative experience with no competitive elements or comparison to others."

      Capsule for Psychonauts in the Rhombus of Ruin Psychonauts in the Rhombus of Ruin

      "The game is a single-player narrative experience without competitive elements or social comparison."

    • Continuation

      Game with the same Continuation vibe

      -3

      "Short playtime (~30-45 minutes) and limited replay value; players complete it in one or few sessions."

      Capsule for Cave Crawler Cave Crawler

      "Short playtime (about 1-2 hours) and limited replay value; players generally complete it once and move on."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Off-Peak Off-Peak

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

    • Creativity

      Game with the same Creativity vibe

      3

      "The game features unique art style, narrative structure, and puzzle design, encouraging players to interpret and engage creatively."

      Capsule for Hello Charlotte EP3: Childhood's End Hello Charlotte EP3: Childhood's End

      "Players engage with a unique pixel art style and a puzzle platformer that complements the narrative, reflecting creative presentation though limited player creation."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; experience is personal and introspective."

      Capsule for The Midnight Walk The Midnight Walk

      "No elements of exerting control or superiority over others; experience is personal and introspective."

    • Escapism

      Game with the same Escapism vibe

      3

      "The game offers emotional immersion and distraction from real life through its story and atmosphere, though with a serious tone."

      Capsule for Valiant Hearts: The Great War™ / Soldats Inconnus : Mémoires de la Grande Guerre™ Valiant Hearts: The Great War™ / Soldats Inconnus : Mémoires de la Grande Guerre™

      "The game offers emotional immersion and narrative escape into the struggles of indie game development, providing psychological relief and reflection."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of personal interest and passion for music and indie games."

      Capsule for Fretless - The Wrath of Riffson Fretless - The Wrath of Riffson

      "Players engage voluntarily out of personal interest, often resonating with the themes of indie development and creativity."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Encourages exploration and trying different puzzle approaches, though within a fixed narrative framework."

      Capsule for Nancy Drew®: Ghost Dogs of Moon Lake Nancy Drew®: Ghost Dogs of Moon Lake

      "Some novelty in combining visual novel storytelling with puzzle platforming, encouraging players to try different approaches in puzzles."

    • Exploration

      Game with the same Exploration vibe

      -3

      "Limited narrative exploration within a small, fixed setting; no open-world or discovery."

      Capsule for KARAKARA KARAKARA

      "Linear narrative with fixed environments; limited discovery or open-world exploration."

    • Expression

      Game with the same Expression vibe

      3

      "Artistic expression is strong through visual style and narrative, though player customization is minimal."

      Capsule for Insomnia: Theater in the Head Insomnia: Theater in the Head

      "Strong artistic expression through pixel art and narrative style, though player customization is minimal."

    • Fantasy

      Game with the same Fantasy vibe

      -4

      "Grounded in realistic scenarios about indie game development and personal struggles, with minimal fantasy elements."

      Capsule for One Dreamer One Dreamer

      "Grounded in realistic and relatable experiences of indie game developers; no fantasy or improbable elements."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Focus on individual experience and empathy; social connection is thematic but not interactive or community-based."

      Capsule for Wednesdays Wednesdays

      "Focus on individual experience; social connection is minimal and indirect through story empathy."

    • Growth

      Game with the same Growth vibe

      3

      "The story involves emotional growth and coming-of-age themes, providing personal development through narrative."

      Capsule for Fox Hime Fox Hime

      "Themes of personal development, struggle, and emotional growth are central to the narrative."

    • 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 during puzzles and story; not designed for background or idle play."

      Capsule for No Sleep For Kaname Date - From AI: THE SOMNIUM FILES No Sleep For Kaname Date - From AI: THE SOMNIUM FILES

      "Requires focused attention during narrative and puzzle segments; not designed for background or idle play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Emotional connection to story and characters fosters a sense of intimacy despite lack of social interaction."

      Capsule for Undusted: Letters from the Past Undusted: Letters from the Past

      "Emotional intimacy through story and character relationships, though no direct social interaction."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; purely individual narrative experience."

      Capsule for STEINS;GATE STEINS;GATE

      "No leadership or group management elements; purely personal narrative experience."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through narrative and puzzle completion, but no item collection or upgrades."

      Capsule for Dinner with an Owl Dinner with an Owl

      "Narrative progression through chapters and puzzle completion, but no item collection or upgrade systems."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Generally a calm experience with some tension from puzzles and occasional timed challenges."

      Capsule for Tales of the Neon Sea Tales of the Neon Sea

      "Generally a calm, reflective experience with some tension in puzzle challenges but overall balanced pacing."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable pixel art, music, and atmospheric effects provide sensory stimulation and emotional engagement."

      Capsule for Astalon: Tears of the Earth Astalon: Tears of the Earth

      "Appealing pixel art, music, and atmospheric effects provide sensory enjoyment and emotional engagement."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition mechanics; experience is private and personal."

      Capsule for Higurashi When They Cry Hou - Ch.4 Himatsubushi Higurashi When They Cry Hou - Ch.4 Himatsubushi

      "No social status or recognition mechanics; experience is private and personal."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with emotional storytelling and character development central to the experience."

      Capsule for Under The Waves Under The Waves

      "Strong narrative focus with emotional storytelling and character development as the core of the experience."

    • Strategy

      Game with the same Strategy vibe

      1

      "Some puzzle solving requires planning but mostly straightforward mechanics."

      Capsule for Papo & Yo Papo & Yo

      "Some puzzle-solving requires planning and problem solving, though limited in scope."

    • Thrill

      Game with the same Thrill vibe

      -2

      "Low risk and suspense; experience is more contemplative than thrilling."

      Capsule for Frame of Mind Frame of Mind

      "Minimal suspense or risk; emotional impact is more contemplative than thrilling."

    • Value

      Game with the same Value vibe

      0

      "Mixed player opinions on price versus length; some feel worth it for experience, others find it short for cost."

      Capsule for Bramble: The Mountain King Bramble: The Mountain King

      "Mixed player sentiment on price versus short length; some find it worth it for the experience, others find it expensive."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay; focus on narrative and puzzle solving."

      Capsule for Eternal Threads Eternal Threads

      "No combat or destructive gameplay; focus on narrative and puzzle platforming."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat avoidance mechanics; stable and safe gameplay environment."

      Capsule for Hatsune Miku: Project DIVA Mega Mix+ Hatsune Miku: Project DIVA Mega Mix+

      "No survival or threat avoidance mechanics; stable and safe gameplay environment."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Survival, Violence, Fellowship, Expression. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Fantasy, Exploration.

    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.

    Where to buy

    Last update: 30/04/2026