Short Stories Collection of Class Tangerine similar games & best alternatives

Short Stories Collection of Class Tangerine

PC (Microsoft Windows) • 2017

Should you play it?

Short Stories Collection of Class Tangerine is a collection of five Visual Novels by indie-game team "Class Tangerine".

What works
  • High-quality voice acting
  • Emotionally rich and diverse stories
  • Affordable price with multiple short stories
  • Realistic and relatable themes
  • Frequent updates adding new content
Things to keep in mind
  • Some stories feel too short or abrupt
  • Limited gameplay variety beyond visual novel format
  • Lack of deep player agency or branching
  • Minimal replay value outside achievements
  • Some endings are ambiguous or unsatisfying

What to play next

Top picks

Games that feel the closest overall

  • Lost in Secular Love

  • Wolf Tails

  • Eternal Hour: Golden Hour

  • Sakura Fantasy

  • My Cute Commissar

  • True Love ~Confide to the Maple~

  • Leaflet Love Story

  • Sakura Beach

  • 寄甡 Symbiotic Love

Hidden Gems

Less popular games with surprisingly high similarity

  • Lost in Secular Love

  • My Cute Commissar

  • taking my Dark Knight Girlfriend to the corner store

If you liked…

Recommendations by what you enjoyed most

  • Story

    The Night Fisherman

  • Escapism

    七人杀阵 - Seven Sacrifices

  • Value

    要来点百合吗 Love Yuri

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).

Short Stories Collection of Class Tangerine: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Survival, Violence, Competition, Thrill. Here, the score leans higher than usual among comparable games on Idle, Intimacy. It leans lower than usual among comparable games on Exploration.

Why this game works

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

  • Autonomy

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  • Competence

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  • Competition

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    "No competitive elements; gameplay is single-player narrative without comparison or ranking."

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    "No competitive elements; gameplay is single-player and story-focused without comparison or ranking."

  • Continuation

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    "Despite short main story length, players often replay for achievements, collectibles, and workshop content, showing moderate continued engagement."

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    "Players tend to complete the short stories in one or few sessions; some replay for achievements but overall moderate habitual engagement."

  • Cooperation

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    "Entirely single-player experience with no cooperative or multiplayer elements."

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    "Entirely single-player experience with no cooperative or multiplayer elements."

  • Creativity

    Game with the same Creativity vibe

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    "Limited creativity in gameplay; players explore different endings but within fixed narrative structure."

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    "Some creativity in story choices and multiple endings in certain stories, but mostly predefined narratives with limited player modification."

  • Domination

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

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

  • Escapism

    Game with the same Escapism vibe

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    "Strong escapism through immersive story, fantasy elements, and emotional engagement."

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    "Strong escapism through immersive emotional stories, fantasy elements, and roleplaying different characters and scenarios."

  • Expectation

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    "Players engage voluntarily out of personal interest and intrinsic motivation; no obligation or external pressure noted."

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    "Players engage voluntarily out of personal interest and intrinsic motivation; no obligation or external pressure noted."

  • Experimenting

    Game with the same Experimenting vibe

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    "Some experimentation with different story routes and endings, though choices are limited and outcomes predictable."

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    "Some experimentation with choices and endings, especially in the minigame and branching storylines, but mostly familiar visual novel mechanics."

  • Exploration

    Game with the same Exploration vibe

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    "Exploration limited to narrative discovery rather than spatial or environmental exploration."

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    "Exploration limited to narrative discovery rather than spatial or environmental exploration; stories are short and focused."

  • Expression

    Game with the same Expression vibe

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    "Some character customization through choices affecting story, but no avatar or environment personalization."

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    "Limited character customization or expression; some player choices affect story but no avatar personalization."

  • Fantasy

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    "Contains supernatural powers but grounded in realistic social issues and emotional drama, blending fantasy and realism."

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    "Mix of realistic and fantasy-themed stories; some supernatural elements but grounded in emotional realism."

  • Fellowship

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    "The experience is solitary with minimal social interaction or community involvement during play."

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  • Growth

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    "Players develop skills in minigames and experience narrative growth in story mode."

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    "Players experience emotional and narrative growth through story engagement; some skill development in minigame."

  • Health

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    "No physical activity or health-related gameplay; sedentary visual novel format."

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    "No physical activity or health-related gameplay; sedentary visual novel format."

  • Idle

    Game with the same Idle vibe

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    "Suitable for short sessions and casual play, can be played in background or during breaks."

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    "Suitable for short sessions and casual play; can be played in fragments or as background entertainment."

  • Intimacy

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

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    "Emotional intimacy through story themes of relationships and personal connections, though no direct social interaction."

  • Leadership

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    "No leadership or group management elements present."

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  • Progression

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    "Some narrative and achievement progression, but limited item or upgrade accumulation."

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    "Some progression through story completion and achievement unlocking; limited item or upgrade accumulation."

  • Relaxation

    Game with the same Relaxation vibe

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    "Generally a calm experience with moments of tension from story events, but overall relaxing narrative flow."

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    "Generally relaxing experience with emotional flow; some stories evoke tension but overall balanced."

  • Sensation

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    "Enjoyable audiovisual presentation with voice acting and music; some sensory stimulation but not intense."

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  • Status

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    "No social status or recognition systems; focus is on personal narrative experience."

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    "No social status or recognition systems; focus is on personal narrative experience."

  • Story

    Game with the same Story vibe

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    "Strong narrative focus with immersive storytelling and emotional impact."

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    "Strong narrative focus with immersive, emotionally rich stories; main appeal is storytelling."

  • Strategy

    Game with the same Strategy vibe

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    "Minimal strategic challenge; choices affect story but no complex problem solving."

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    "Minimal strategic challenge; some decision making but mostly straightforward narrative choices."

  • Thrill

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    "Some emotional suspense and tension in story, but no high-risk or adrenaline gameplay."

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    "Some emotional suspense and tension in stories, but no high-risk or adrenaline gameplay."

  • Value

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    "Good value for price given art, voice acting, and narrative content despite short length."

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  • Violence

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    "No violence or destructive gameplay; focus on narrative and emotional experience."

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  • Survival

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    "No survival or threat avoidance mechanics; stable narrative environment."

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Last update: 10/07/2026