START AGAIN: a prologue Thumbnail

START AGAIN: a prologue similar games & best alternatives

START AGAIN: a prologue

PC (Microsoft Windows), Mac • 2021

Related articles

Quick resume

timeloop depression station ✦ In Stars and Time's prototype-thingy-thing

Global score

96/100

Genres

Indie, Role-playing (RPG), Turn-based strategy (TBS)

Similar games

    Pros

    • Strong emotional and narrative impact
    • Engaging characters and writing
    • Unique time loop gameplay mechanics
    • Appealing art style and music
    • Multiple endings and replay value

    Cons

    • Short length for full price
    • Limited enemy variety and repetitive combat
    • Some narrative elements may spoil sequel
    • Lack of quality of life features
    • Can be emotionally intense and heavy

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have control over their actions and decisions in combat and character customization, though gameplay loops are somewhat repetitive."

      Capsule for Kuro survival Kuro survival

      "Players have control over choices and combat tactics within a time loop narrative, but are constrained by the loop structure and repeated events."

    • Competence

      Game with the same Competence vibe

      2

      "Combat involves strategic turn-based rock-paper-scissors mechanics with some challenge, but also accessible and not overly difficult."

      Capsule for In Stars And Time In Stars And Time

      "Combat involves strategic rock-paper-scissors mechanics with cooldowns and turn order, providing moderate skill challenge but limited enemy variety."

    • Competition

      Game with the same Competition vibe

      -5

      "No evidence of competitive or ranked play; focus is on personal experience and story progression."

      Capsule for Crimson Snow (2023) Crimson Snow (2023)

      "No evidence of competitive or ranked play; focus is on personal story progression and individual experience."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players often replay multiple endings and routes, showing engagement beyond a single session despite the game's short length."

      Capsule for We Know the Devil We Know the Devil

      "Players often replay loops and multiple endings, showing engagement beyond a single session despite the short length."

    • Cooperation

      Game with the same Cooperation vibe

      -2

      "Gameplay centers on individual party management; no cooperative multiplayer or teamwork with other players."

      Capsule for Conception II: Children of the Seven Stars Conception II: Children of the Seven Stars

      "Gameplay centers on a fixed party with scripted interactions; no multiplayer or explicit cooperative play."

    • Creativity

      Game with the same Creativity vibe

      1

      "Some player choice in dialogue and decisions, but overall follows a predefined story and structure."

      Capsule for Ken Follett's The Pillars of the Earth Ken Follett's The Pillars of the Earth

      "Some player choice in combat tactics and dialogue, but mostly follows a predefined narrative and structure."

    • Domination

      Game with the same Domination vibe

      -5

      "No signs of exerting control or superiority over others; interactions emphasize equality and empathy."

      Capsule for Citizen Sleeper Citizen Sleeper

      "No indications of exerting control or superiority over others; interactions emphasize mutual support and empathy."

    • Escapism

      Game with the same Escapism vibe

      4

      "The game’s themes of mental health, burnout, and emotional struggle provide immersive escapism and emotional engagement."

      Capsule for Constance Constance

      "Strong emotional themes of depression, despair, and time loop fatigue provide a form of cathartic escapism."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and emotional connection rather than obligation or external pressure."

      Capsule for Life is Strange: True Colors Life is Strange: True Colors

      "Players engage voluntarily out of interest and emotional connection rather than obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players explore different story routes and endings, trying various dialogue choices."

      Capsule for Frosty Kiss Frosty Kiss

      "Players explore different dialogue choices and combat strategies across loops and endings."

    • Exploration

      Game with the same Exploration vibe

      -1

      "Exploration is limited to narrative choices rather than physical or spatial discovery."

      Capsule for Sakura Fantasy Sakura Fantasy

      "Limited physical exploration in a confined castle corridor; focus is on narrative discovery rather than spatial."

    • Expression

      Game with the same Expression vibe

      1

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

      Capsule for True Love ~Confide to the Maple~ True Love ~Confide to the Maple~

      "Some character customization through choices and dialogue, but no avatar personalization or cosmetic mods."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Imaginative fiction with meta elements, character-driven story, and surreal desktop adventures."

      Capsule for Outcore: Desktop Adventure Outcore: Desktop Adventure

      "Imaginative fiction with time loops, RPG combat, and stylized characters in a surreal narrative."

    • Fellowship

      Game with the same Fellowship vibe

      2

      "Strong sense of party camaraderie and character relationships, but no social multiplayer."

      Capsule for Atelier Ryza 2: Lost Legends & the Secret Fairy Atelier Ryza 2: Lost Legends & the Secret Fairy

      "Strong sense of party camaraderie and emotional bonds, though social interaction is scripted and single-player."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop understanding of story, characters, and puzzles, gaining knowledge and insight through loops."

      Capsule for The Forgotten City The Forgotten City

      "Players develop skills and knowledge through repeated loops and character interactions, gaining insight and progression."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity or health-related gameplay; sedentary and contemplative experience."

      Capsule for Wednesdays Wednesdays

      "No physical activity or health-related gameplay; sedentary and emotionally intense experience."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and active engagement; some waiting during loops but generally demands player focus."

      Capsule for Twelve Minutes Twelve Minutes

      "Requires focused attention on story and combat; repetitive loops require active engagement rather than passive play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Emotional connections to characters and story create a sense of closeness, though social interaction is limited."

      Capsule for The Void Rains Upon Her Heart The Void Rains Upon Her Heart

      "Emotional closeness and deep character relationships are central, though limited to narrative rather than social gameplay."

    • Leadership

      Game with the same Leadership vibe

      1

      "Player leads the party in combat and decision-making, but no evidence of managing or directing other players."

      Capsule for Eternights Eternights

      "Player directs party actions in combat but no explicit leadership or group management mechanics."

    • Progression

      Game with the same Progression vibe

      3

      "Players collect items, unlock areas, and achieve multiple endings, showing clear progression."

      Capsule for Rewind Or Die Rewind Or Die

      "Players accumulate skills and unlock new dialogue and endings, showing clear progression despite short length."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Narrative tension and difficult choices create emotional strain rather than relaxation or flow"

      Capsule for The Life and Suffering of Sir Brante The Life and Suffering of Sir Brante

      "Emotional tension and narrative heaviness create sustained strain rather than relaxation or flow."

    • Sensation

      Game with the same Sensation vibe

      2

      "Appealing art style and music provide sensory enjoyment, though not intense stimulation."

      Capsule for Night in the Woods Night in the Woods

      "Appealing art style and music provide sensory enjoyment, though presentation is simple and subdued."

    • Status

      Game with the same Status vibe

      -5

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

      Capsule for Killer Frequency Killer Frequency

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

    • Story

      Game with the same Story vibe

      5

      "Narrative immersion is the core of the game, with strong character development and emotional storytelling."

      Capsule for If Found... If Found...

      "Narrative immersion is the core of the game, with strong character development and emotional storytelling."

    • Strategy

      Game with the same Strategy vibe

      3

      "Combat involves tactical positioning, weapon choice, and timing, requiring mental challenge and problem solving."

      Capsule for Fight Crab Fight Crab

      "Combat requires tactical decisions based on enemy weaknesses and turn order, offering moderate mental challenge."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense in story and combat, but overall controlled and predictable experience."

      Capsule for Utawarerumono: Mask of Deception Utawarerumono: Mask of Deception

      "Some suspense in combat and story outcomes, but overall controlled and predictable loop structure."

    • Value

      Game with the same Value vibe

      -2

      "Short length and limited content make full price questionable; better value on sale."

      Capsule for Electronic Super Joy: Groove City Electronic Super Joy: Groove City

      "Short length and limited content make full price feel high; recommended on sale or as supplement to sequel."

    • Violence

      Game with the same Violence vibe

      1

      "Combat involves attacks on the hero, but violence is stylized and narrative-driven rather than gratuitous."

      Capsule for The Dark Queen of Mortholme The Dark Queen of Mortholme

      "Combat involves attacks and defeating enemies, but violence is stylized and narrative-driven rather than gratuitous."

    • Survival

      Game with the same Survival vibe

      2

      "Themes of overcoming threats and fighting for survival are present in the story, though gameplay is narrative."

      Capsule for Dies irae ~Amantes amentes~ Dies irae ~Amantes amentes~

      "Combat and story involve overcoming threats and managing resources within loops, though stakes are narrative-focused."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Intimacy, Fellowship, Leadership.

    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