KIDS similar games & best alternatives
KIDS
2019
Related articles
Quick resume
A game of crowds.
Global score
83/100
Genres
Adventure, Casual, Indie
Similar games
Pros
- Unique artistic and surreal experience
- Fluid animation and satisfying crowd control
- Excellent sound design and music
- Thought-provoking metaphorical themes
- Short and accessible
Cons
- Very short playtime
- Minimal gameplay and interactivity
- Lack of clear objectives or progression
- Limited replay value
- May be confusing or inaccessible to some players
Motivations
-
Autonomy
Game with the same Autonomy vibe
-3"Player actions are limited to clicking highlighted objects in a linear sequence with minimal freedom."
ISLANDS: Non-Places
"Player interaction is limited to clicking and moving crowds with no branching paths or choices, indicating constrained player control and adherence to preset animations."
-
Competence
Game with the same Competence vibe
-2"Gameplay involves simple point-and-click choices without skill challenges or technical mastery; predictable outcomes with some variation."
A Game About
"Gameplay involves simple point-and-click interactions with no evident skill challenges or complex mechanics, leading to predictable outcomes."
-
Competition
Game with the same Competition vibe
-5"No competitive elements or player comparison; experience is solitary and personal."
MANDAGON
"No competitive elements or player comparison; experience is solitary and introspective."
-
Continuation
Game with the same Continuation vibe
-4"Very short playtime (~20-30 minutes) with limited replay value; players tend to finish quickly and move on."
Serre
"Short playtime (~20-30 minutes) and limited replay value; players tend to complete it quickly and move on."
-
Cooperation
Game with the same Cooperation vibe
-5"Entirely single-player with no cooperative or multiplayer features."
Off-Peak
"Entirely single-player with no cooperative or multiplayer features."
-
Creativity
Game with the same Creativity vibe
2"Players experiment with interactions and explore hidden content, though within predefined environments and scripted scenarios."
Accounting+
"Players experiment with crowd control and interactions in a sandbox-like manner, though within a fixed set of scenes and mechanics."
-
Domination
Game with the same Domination vibe
-5"No elements of dominance or power over others; interactions are individual and non-confrontational."
A Tower Full of Cats
"No elements of exerting power or superiority over others; interactions are neutral and non-confrontational."
-
Escapism
Game with the same Escapism vibe
3"The surreal, unsettling atmosphere and meta-narrative provide a form of psychological escape and immersion."
CALENDULA
"The surreal, abstract, and artistic nature provides a mental escape and distraction from reality."
-
Expectation
Game with the same Expectation vibe
-4"Players engage voluntarily out of interest in unique art and gameplay rather than obligation or external pressure."
Mohrta
"Players engage voluntarily out of curiosity or interest in art games, not due to obligation or external pressure."
-
Experimenting
Game with the same Experimenting vibe
3"Players experiment with movement mechanics and tricks; exploration encourages trying new paths."
Sword of the Sea
"Encourages trying different interactions and observing crowd behaviors, fostering exploration within limited mechanics."
-
Exploration
Game with the same Exploration vibe
1"Some discovery of environments and story elements, but limited to scripted scenes and known paths."
Tales Beyond The Tomb - Pineville Night Stalker
"Some discovery of new scenes and interactions, but within a small, predefined set of vignettes."
-
Expression
Game with the same Expression vibe
-4"No character customization or personalization; presentation is fixed and minimalistic."
My name is You and it's the only unusual thing in my life
"No character customization or personalization; presentation is fixed and minimalistic."
-
Fantasy
Game with the same Fantasy vibe
3"Surreal and psychological elements create an imaginative, non-realistic experience despite mundane setting."
The Cubicle.
"Abstract, surreal, and metaphorical content creates an imaginative, non-realistic experience."
-
Fellowship
Game with the same Fellowship vibe
-5"No social or community features; experience is solitary and personal."
Papetura
"No social or community features; experience is solitary and personal."
-
Growth
Game with the same Growth vibe
-3"Minimal learning or skill development; mostly repetitive interactions."
Desktop Kanojo
"Minimal learning or skill development; mostly a passive experience with limited progression."
-
Health
Game with the same Health vibe
-5"No physical activity involved; purely sedentary gameplay."
Among Us
"No physical activity involved; purely sedentary gameplay."
-
Idle
Game with the same Idle vibe
2"Can be played casually with some multitasking; not requiring constant intense focus."
Zup! 8
"Can be used as a casual, mindless distraction or digital stress ball with light interaction."
-
Intimacy
Game with the same Intimacy vibe
-5"No close social interactions or emotional connections within the game."
MergeCrafter
"No close social interactions or emotional connections with others in-game."
-
Leadership
Game with the same Leadership vibe
-5"No leadership or authoritative roles; player acts independently without managing others."
Wuppo: Definitive Edition
"No leadership or group management roles; player influence is limited and non-authoritative."
-
Progression
Game with the same Progression vibe
-4"No accumulation of items or upgrades; static progression through linear scenes."
ISLANDS: Non-Places
"No accumulation of items or upgrades; static experience with fixed scenes."
-
Relaxation
Game with the same Relaxation vibe
3"Chill, atmospheric experience with calming music and pacing conducive to relaxation."
Necrobarista
"Calming, hypnotic, and mesmerizing audiovisuals promote relaxation and flow."
-
Sensation
Game with the same Sensation vibe
3"Unique art style, animations, and soundtrack provide sensory stimulation and emotional engagement."
Mothlight
"Unique art style, fluid animation, and choral music provide sensory stimulation and emotional engagement."
-
Status
Game with the same Status vibe
-5"No social recognition or status systems present."
House Builder
"No social recognition or status systems present."
-
Story
Game with the same Story vibe
2"Abstract and vague narrative elements that require interpretation; no explicit story."
Indecision.
"Abstract narrative and metaphorical themes invite interpretation but lack explicit plot or characters."
-
Strategy
Game with the same Strategy vibe
-3"Minimal strategic or problem-solving elements; mostly straightforward exploration."
Firewatch
"Minimal strategic or problem-solving elements; interactions are straightforward and exploratory."
-
Thrill
Game with the same Thrill vibe
-4"No suspense or risk; experience is controlled and predictable."
Project Eagle: A 3D Interactive Mars Base
"No suspense or risk; experience is controlled and predictable."
-
Value
Game with the same Value vibe
1"Mixed value perception due to short length but praised for artistic quality and charm."
Samorost 2
"Mixed opinions on value due to short length but praised for artistic uniqueness and polish."
-
Violence
Game with the same Violence vibe
1"Some violent and disturbing imagery, but no combat mechanics; violence is thematic and narrative-driven."
Little Nightmares
"Some depiction of children falling into holes and being digested, but presented abstractly and metaphorically rather than glorified violence."
-
Survival
Game with the same Survival vibe
-5"No survival mechanics or threat avoidance; stable and safe environment."
SpaceEngine
"No survival mechanics or threat avoidance; stable and safe environment."
Analysis
Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Autonomy, Strategy, Experimenting, Competence. Here, the score leans higher than usual among comparable games on Experimenting. It leans lower than usual among comparable games on Continuation, Progression.
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