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Suicide Guy similar games & best alternatives

Suicide Guy

PC (Microsoft Windows), Mac, iOS, PlayStation 4, Android, Nintendo Switch, Linux • 2017

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Quick resume

Suicide Guy is set in the incredibile and extraordinary dreams of its protagonist. What would you do in order to save the thing you love most? Immerse yourself into his weird dreams and help him to wake up before it's too late.

Global score

88/100

Genres

Action, Adventure, Indie, Puzzle

Similar games

    Pros

    • Unique and humorous puzzle concept
    • Varied and creative level design
    • Lighthearted cartoon graphics
    • Good value for price especially on sale
    • Active developer support and updates

    Cons

    • Short game length
    • Some bugs and physics glitches
    • Single solution puzzles limit experimentation
    • Repetitive sound effects
    • Lack of replayability beyond achievements

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players can switch between two characters and choose how to solve puzzles, with some freedom in approach."

      Capsule for Never Alone (Kisima Ingitchuna) Never Alone (Kisima Ingitchuna)

      "Players solve puzzles in various ways to kill the character and wake him up, allowing some freedom in approach but mostly following puzzle solutions."

    • Competence

      Game with the same Competence vibe

      2

      "Puzzles require logical thinking and some skill, but difficulty is moderate and some platforming is frustrating."

      Capsule for Colortone Colortone

      "Puzzles require some brain usage and problem solving, though many are simple or have a single solution; some platforming elements add moderate challenge."

    • Competition

      Game with the same Competition vibe

      -5

      "Single-player game with no multiplayer or competitive elements."

      Capsule for Alan Wake Alan Wake

      "Single-player game with no multiplayer or competitive elements."

    • Continuation

      Game with the same Continuation vibe

      1

      "Short game (~3-5 hours) with some replay value for achievements, but some players find it repetitive and may disengage quickly."

      Capsule for Haimrik Haimrik

      "Short game (3-5 hours) with some replay value for achievements and collectibles, but many players finish quickly and do not engage long-term."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely single-player experience with no cooperative gameplay."

      Capsule for Sifu Sifu

      "Entirely single-player experience with no cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players experiment with different approaches to puzzles and use character abilities creatively to find solutions."

      Capsule for Fish Fillets 2 Fish Fillets 2

      "Players experiment with objects and puzzle elements to find creative ways to kill the character, though solutions are often predetermined."

    • Domination

      Game with the same Domination vibe

      -5

      "No player versus player or dominance mechanics; gameplay is cooperative with NPCs and solo."

      Capsule for Flynn: Son of Crimson Flynn: Son of Crimson

      "No player versus player or dominance mechanics; cooperative and solo play only."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a relaxing, humorous escape from real life stress."

      Capsule for Bear Simulator Bear Simulator

      "Players use the game as a humorous escape from reality, with many reviews noting relaxation and stress relief."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for fun and curiosity; no obligation or external pressure reported."

      Capsule for Spoiler Alert Spoiler Alert

      "Players engage voluntarily for fun and curiosity; no obligation or external pressure reported."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Game encourages trying different approaches to puzzles and combat, with multiple solutions and exploration."

      Capsule for Indiana Jones and the Great Circle Indiana Jones and the Great Circle

      "Game encourages trying different puzzle solutions and ways to die, though often limited by single solution per level."

    • Exploration

      Game with the same Exploration vibe

      2

      "Exploration mainly involves discovering puzzle solutions and custom levels rather than new areas."

      Capsule for DUSK '82: ULTIMATE EDITION DUSK '82: ULTIMATE EDITION

      "Varied levels with different themes encourage some exploration, but mostly confined to puzzle areas."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or player expression features."

      Capsule for Gemini Rue Gemini Rue

      "No character customization or player expression features."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Game is set in a surreal, dreamlike world with supernatural elements, evoking imaginative fiction."

      Capsule for Heartworm Heartworm

      "Game is set in surreal dream worlds with imaginative and absurd scenarios and deaths."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; strictly solo play."

      Capsule for Gravity Field Gravity Field

      "No social or community features; strictly solo play."

    • Growth

      Game with the same Growth vibe

      2

      "Players learn game mechanics and improve puzzle-solving skills, but limited depth for long-term growth."

      Capsule for The Horror at Highrook The Horror at Highrook

      "Players develop puzzle-solving skills and learn game mechanics, though limited long-term growth."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention to solve puzzles; not suitable for idle or background play."

      Capsule for Last Will Last Will

      "Requires focused attention to solve puzzles; not suitable for idle or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social interactions or relationship building."

      Capsule for The House of Da Vinci The House of Da Vinci

      "No social interactions or relationship building."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements."

      Capsule for High On Life High On Life

      "No leadership or group management elements."

    • Progression

      Game with the same Progression vibe

      3

      "Players progress through levels and unlock achievements, providing a sense of advancement."

      Capsule for aMAZE 2 aMAZE 2

      "Players progress through levels and collect statues and achievements, providing a sense of advancement."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Humorous and lighthearted tone provides relaxation and tension release for players."

      Capsule for The Confession The Confession

      "Humorous and lighthearted tone with some players reporting relaxation and stress relief."

    • Sensation

      Game with the same Sensation vibe

      2

      "Cartoonish graphics and sound provide moderate sensory stimulation; some find music and effects enjoyable."

      Capsule for Commander Cool 2 Commander Cool 2

      "Cartoonish graphics and sound design provide moderate sensory stimulation; some find audio repetitive."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition systems."

      Capsule for Half-Life: Alyx Half-Life: Alyx

      "No social status or recognition systems."

    • Story

      Game with the same Story vibe

      1

      "Simple narrative framing the puzzle progression, but story depth and character development are minimal."

      Capsule for Tales of the Orient: The Rising Sun Tales of the Orient: The Rising Sun

      "Simple narrative framing the puzzle levels; minimal story but some lore and humor present."

    • Strategy

      Game with the same Strategy vibe

      2

      "Puzzles require logical thinking and some planning but are generally straightforward."

      Capsule for New York Mysteries: High Voltage Collector's Edition New York Mysteries: High Voltage Collector's Edition

      "Puzzles require logical thinking and planning, though mostly straightforward solutions."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense in story and puzzle solving, but overall a lighthearted experience without high tension."

      Capsule for Chaos on Deponia Chaos on Deponia

      "Some suspense in puzzle solving and unusual death methods, but overall lighthearted and low tension."

    • Value

      Game with the same Value vibe

      3

      "Good value for price especially on sale; short but enjoyable experience."

      Capsule for Sherlock Holmes and The Hound of The Baskervilles Sherlock Holmes and The Hound of The Baskervilles

      "Good value for price especially on sale; short but entertaining experience."

    • Violence

      Game with the same Violence vibe

      3

      "Gameplay involves frequent character deaths and hazards, though presented in a humorous, cartoonish style."

      Capsule for Eryi's Action Eryi's Action

      "Game centers on character's death in humorous and exaggerated ways."

    • Survival

      Game with the same Survival vibe

      -5

      "No threat of death or failure; no survival mechanics present."

      Capsule for Yoku's Island Express Yoku's Island Express

      "No survival or threat avoidance; goal is to die to progress."

    Analysis

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

    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