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Season of 12 Colors similar games & best alternatives

Season of 12 Colors

PC (Microsoft Windows), Mac, Linux • 2016

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Quick resume

--The way it was, Just like it is now, On a bright, bright summer day. "That's a promise, right?" The girl in a white dress said. Sunny sky. A paper plane slid across it, riding on blue winds.

Global score

94/100

Genres

Adventure, Casual, Indie

Similar games

    Pros

    • Emotional and original story
    • Unique art style and music
    • Low price and good value
    • Multiple perspectives and endings
    • Soothing and relaxing atmosphere

    Cons

    • Short gameplay length
    • Some awkward voice acting and translation
    • Limited interactivity
    • Confusing narrative pacing for some
    • Minor bugs and ui issues

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players make key choices to select character routes and endings, but most of the story is linear reading."

      Capsule for The Fruit of Grisaia The Fruit of Grisaia

      "Players follow a linear visual novel story with minimal interaction, but can choose when to read decode chapters and endings."

    • Competence

      Game with the same Competence vibe

      -3

      "Gameplay is simple and predictable, mostly reading with a single choice; minimal skill or challenge involved."

      Capsule for Creature Romances: Kokonoe Kokoro Creature Romances: Kokonoe Kokoro

      "Gameplay is simple and involves reading with no skill challenge, mostly predictable progression."

    • Competition

      Game with the same Competition vibe

      -5

      "Single-player visual novel with no competitive elements or comparison to others."

      Capsule for Sakura Angels Sakura Angels

      "Single player visual novel with no competitive elements or comparison to others."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players often replay to explore different endings and uncover more story, showing some attachment."

      Capsule for The Music Machine The Music Machine

      "Players tend to read through main and decode stories fully, some replay for true endings."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Truberbrook / Trüberbrook Truberbrook / Trüberbrook

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

    • Creativity

      Game with the same Creativity vibe

      4

      "Highly creative narrative structure with multiple perspectives, philosophical themes, and literary references."

      Capsule for Wonderful Everyday Down the Rabbit-Hole Wonderful Everyday Down the Rabbit-Hole

      "Creative narrative structure with multiple time lines and perspectives; unique art style and storytelling."

    • Domination

      Game with the same Domination vibe

      -5

      "No social dominance or power exertion elements present."

      Capsule for Gemini Rue Gemini Rue

      "No social dominance or power exertion elements present."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game to immerse in an emotional, fictional story that provides distraction and emotional experience."

      Capsule for The Sad Story of Emmeline Burns The Sad Story of Emmeline Burns

      "Players use the game to immerse in a touching, emotional story that provides distraction and emotional release."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and emotional connection, not obligation."

      Capsule for Doki Doki Literature Club Plus! Doki Doki Literature Club Plus!

      "Players engage voluntarily out of interest and emotional connection, not obligation."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "The narrative structure encourages exploring different perspectives and piecing together mysteries, promoting experimentation with story interpretation."

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

      "Narrative encourages piecing together story from multiple perspectives and timelines, inviting exploration of story elements."

    • Exploration

      Game with the same Exploration vibe

      1

      "Exploration is narrative-based, discovering character backstories and plot twists rather than physical environments."

      Capsule for Fujiwara Bittersweet Fujiwara Bittersweet

      "Exploration is narrative-based, discovering story secrets and timelines rather than physical environments."

    • Expression

      Game with the same Expression vibe

      -4

      "Minimal customization or self-expression; players consume a predefined story and visuals."

      Capsule for Higurashi When They Cry Hou - Ch.7 Minagoroshi Higurashi When They Cry Hou - Ch.7 Minagoroshi

      "Limited customization or self-expression; players consume a fixed story and visuals."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "The story involves supernatural and time travel elements, blending mystery with imaginative fiction."

      Capsule for Asbury Pines Asbury Pines

      "Story involves time travel, parallel timelines, and surreal elements, creating an imaginative experience."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No community or social interaction; solitary experience."

      Capsule for Haven Moon Haven Moon

      "No community or social group interaction; solitary experience."

    • Growth

      Game with the same Growth vibe

      2

      "Players gain insight into characters and story; emotional and narrative development."

      Capsule for Hatoful Boyfriend: Holiday Star Hatoful Boyfriend: Holiday Star

      "Players gain understanding and emotional insight through story progression and decoding."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay typical of visual novels, no physical activity involved."

      Capsule for Riddle Joker Riddle Joker

      "Sedentary gameplay typical of visual novels, no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused reading and attention; not designed for idle or background play."

      Capsule for Kindred Spirits on the Roof Kindred Spirits on the Roof

      "Requires focused reading and attention; not designed for idle or background play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Emotional connection to characters and story fosters a sense of closeness and empathy."

      Capsule for To the Moon To the Moon

      "Emotional connection to characters and story fosters a sense of closeness and empathy."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or management roles; purely narrative experience."

      Capsule for Love at First Sight Love at First Sight

      "No leadership or management roles; purely narrative consumption."

    • Progression

      Game with the same Progression vibe

      3

      "Progression through story chapters and unlocking multiple endings and achievements."

      Capsule for STEINS;GATE STEINS;GATE

      "Progression through story chapters and unlocking endings and achievements."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "Calm, soothing story and music create a relaxing experience."

      Capsule for KARAKARA KARAKARA

      "Soothing music, gentle pacing, and emotional narrative provide a relaxing experience."

    • Sensation

      Game with the same Sensation vibe

      2

      "Visuals and music provide pleasant sensory stimulation, though not intense or thrilling."

      Capsule for Mythic Wonders: The Philosopher's Stone Mythic Wonders: The Philosopher's Stone

      "Visuals and music create pleasant sensory stimulation, though not intense or thrilling."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems involved."

      Capsule for Corpse Party Corpse Party

      "No social recognition or status systems involved."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with emotional depth, character development, and plot twists."

      Capsule for Anna's Quest Anna's Quest

      "Strong narrative focus with emotional depth, multiple perspectives, and plot twists."

    • Strategy

      Game with the same Strategy vibe

      -4

      "No strategic or problem-solving gameplay; story is linear with minor choices."

      Capsule for Kindred Spirits on the Roof Kindred Spirits on the Roof

      "No strategic or problem-solving gameplay; story is linear and predetermined."

    • Thrill

      Game with the same Thrill vibe

      -3

      "Emotional tension present but no suspense or risk-based thrills."

      Capsule for When The Past Was Around When The Past Was Around

      "Emotional tension present but no suspense or risk-based thrills."

    • Value

      Game with the same Value vibe

      4

      "Players perceive good value for the low price and quality of story and gameplay."

      Capsule for The Happyhills Homicide 2: Out For Blood The Happyhills Homicide 2: Out For Blood

      "Players perceive good value for a low price with a meaningful story experience."

    • Violence

      Game with the same Violence vibe

      -5

      "No violence or combat; focus on emotional and narrative content."

      Capsule for CLANNAD Side Stories CLANNAD Side Stories

      "No violence or combat; focus on emotional and narrative content."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat elements; stable and safe narrative environment."

      Capsule for Summer Pockets Summer Pockets

      "No survival or threat elements; stable and safe narrative environment."

    Analysis

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

    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