Mayjasmine Episode01 - What is God? similar games & best alternatives

Mayjasmine Episode01 - What is God?

2015

Should you play it?

Ho Yu-Chen received his friend Wan Zi-Jin's invitation, and set on to leave the familiar Taiwan to start a new life with Wan's daughter, Wan Yu-Qing, as an accountant, in Indonesia. Yet with the addition of the mysterious girl, Cocoa, what kinds of events shall turn out to be?

What works
  • Deep and moving narrative
  • Historical and cultural education
  • High quality art and voice acting
  • Multiple perspectives and endings
  • Emotional and philosophical depth
Things to keep in mind
  • Poor english translation
  • Slow pacing and uneven story flow
  • Limited player agency and interactivity
  • Graphic violence and disturbing content
  • Unfinished sequel and lack of continuation

What to play next

Top picks

Games that feel the closest overall

  • Bad Parenting 1: Mr. Red Face

  • The Rainy Port Keelung 雨港基隆

  • Masochisia

  • Fears to Fathom - Norwood Hitchhike

  • Narcosis

  • The Lightkeeper

  • Mouthwashing

  • A Wolf in Autumn

  • The Town of Light

Hidden Gems

Less popular games with surprisingly high similarity

  • The Rainy Port Keelung 雨港基隆

  • Masochisia

  • A Wolf in Autumn

If you liked…

Recommendations by what you enjoyed most

  • Story

    Detective Di: The Silk Rose Murders

  • Violence

    The Song of Saya

  • Autonomy

    The Bad Kids

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • 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 (hidden on purpose).

Mayjasmine Episode01 - What is God?: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Strategy, Survival, Violence, Competence. Here, the score leans higher than usual among comparable games on Violence, Survival. It leans lower than usual among comparable games on Fantasy.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    3

    "Players have some control over decisions influencing story progression and perception, but overall narrative is focused and linear."

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    "Players have some agency in narrative choices and perspective shifts, but overall story progression is mostly linear with limited impact from decisions."

  • Competence

    Game with the same Competence vibe

    -2

    "Gameplay involves mostly reading and making occasional choices with predictable outcomes; limited skill or challenge."

    Capsule for Lost in Secular Love Lost in Secular Love

    "Gameplay is reading and making occasional choices, with minimal skill or challenge; mostly predictable visual novel mechanics."

  • Competition

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    -5

    "No competitive elements or comparison with others; experience is solitary and personal."

    Capsule for Firework Firework

    "No competitive elements or comparison with others; experience is solitary and personal."

  • Continuation

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    "Players often spend multiple hours and replay the game to explore different outcomes and deepen interaction, though some find it repetitive."

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    "Players engage for several hours and often replay to see alternate perspectives, but some find pacing slow and may disengage."

  • Cooperation

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    "Single-player experience focused on individual narrative engagement without multiplayer or cooperative features."

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    "Single player experience focused on individual narrative engagement without multiplayer or cooperative features."

  • Creativity

    Game with the same Creativity vibe

    2

    "Multiple story branches and endings provide some creative exploration, but visual novel format limits creative construction."

    Capsule for The Rainy Port Keelung 雨港基隆 The Rainy Port Keelung 雨港基隆

    "Visual novel format with some branching paths and multiple endings, but mostly predefined story and artwork."

  • Domination

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

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    "No elements of exerting power or control over others; interactions are narrative and equal."

  • Escapism

    Game with the same Escapism vibe

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    "Players use the game to immerse in a historical-fantasy world, escaping real life through strategic gameplay and story."

    Capsule for 富甲天下3 富甲天下3

    "Players use the game to immerse in a fictionalized historical tragedy, escaping real life but confronting heavy themes."

  • Expectation

    Game with the same Expectation vibe

    -3

    "Players engage voluntarily out of interest in story and themes rather than obligation or external pressure."

    Capsule for Lynne Lynne

    "Players engage voluntarily out of interest in story and themes rather than obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

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    "Limited experimentation; choices exist but mostly within a narrow narrative framework."

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    "Limited experimentation possible; mostly following established narrative routes with minor choice variations."

  • Exploration

    Game with the same Exploration vibe

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    "Exploration of story and character perspectives, but within a fixed environment."

    Capsule for Heart of the Woods Heart of the Woods

    "Exploration of story through multiple perspectives and uncovering different narrative layers."

  • Expression

    Game with the same Expression vibe

    -3

    "Minimal character or environment customization; presentation is standardized and functional."

    Capsule for Steam Engine Simulator Steam Engine Simulator

    "Character and environment customization is minimal; presentation follows preset art and style."

  • Fantasy

    Game with the same Fantasy vibe

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    "Strongly grounded in realistic, harsh social issues and plausible scenarios rather than imaginative fiction."

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  • Fellowship

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    "Experience is solitary with minimal social or community interaction."

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    "Experience is solitary with minimal social interaction or community feeling."

  • Growth

    Game with the same Growth vibe

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    "Players learn about complex social issues and history, gaining knowledge and insight."

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    "Players gain knowledge about historical events and reflect on complex social and moral issues."

  • Health

    Game with the same Health vibe

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

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

  • Idle

    Game with the same Idle vibe

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    "Requires focused reading and attention; not suitable for casual or background play."

    Capsule for The Rainy Port Keelung 雨港基隆 The Rainy Port Keelung 雨港基隆

    "Requires focused reading and attention; not suitable for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

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    "Limited emotional connections mainly through narrative; no social relationship building."

    Capsule for Beyond The Edge Of Owlsgard Beyond The Edge Of Owlsgard

    "Limited emotional connection primarily through narrative; no social or relationship building with others."

  • Leadership

    Game with the same Leadership vibe

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    "No leadership or management roles; player follows narrative without directing others."

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    "No leadership or management roles; player follows narrative without directing others."

  • Progression

    Game with the same Progression vibe

    1

    "Progression is narrative-based through unlocking different endings and achievements, not item or power accumulation."

    Capsule for Don't Make Love Don't Make Love

    "Progression is narrative-based through story advancement and unlocking new perspectives; no item or power accumulation."

  • Relaxation

    Game with the same Relaxation vibe

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    "The story is emotionally intense, suspenseful, and sometimes disturbing, creating tension rather than relaxation."

    Capsule for Higurashi When They Cry Hou - Ch.5 Meakashi Higurashi When They Cry Hou - Ch.5 Meakashi

    "Story is emotionally intense and disturbing, causing tension rather than relaxation or flow."

  • Sensation

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    "Visuals and music provide light sensory stimulation; not intense but pleasant."

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    "Visuals and music provide sensory stimulation, though some find audio and translation rough."

  • Status

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    "No social recognition or status systems; achievements are personal and not widely visible."

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    "No social recognition or status systems; achievements are personal and not widely visible."

  • Story

    Game with the same Story vibe

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    "Strong narrative focus with engaging plot, character development, and historical immersion."

    Capsule for Detective Di: The Silk Rose Murders Detective Di: The Silk Rose Murders

    "Strong narrative focus with deep plot, character development, and historical immersion."

  • Strategy

    Game with the same Strategy vibe

    -4

    "Minimal strategic or problem-solving elements; gameplay is straightforward reading."

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    "Minimal strategic or problem-solving elements; gameplay is mostly linear reading."

  • Thrill

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    "Dark and suspenseful story elements provide emotional thrill and tension."

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    "Emotional tension and suspense arise from dark and violent story content."

  • Value

    Game with the same Value vibe

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    "Good value for price especially on sale; some players feel short length limits value."

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    "Reasonable value especially on sale; some players find translation and length limit payoff."

  • Violence

    Game with the same Violence vibe

    5

    "Graphic depictions of violence, gore, and disturbing content are central to the experience."

    Capsule for The Song of Saya The Song of Saya

    "Explicit depiction of violence, gore, and disturbing events is central to the experience."

  • Survival

    Game with the same Survival vibe

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    "Themes of survival in a dystopian setting are prominent in the story."

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    "Themes of survival amid social unrest and personal danger are prominent in the story."

Last update: 09/07/2026