TAISHO x ALICE episode 2 similar games & best alternatives

TAISHO x ALICE episode 2

PC (Microsoft Windows) • 2020

Should you play it?

DUALICE(TAISHO x ALICE episode II) is a fairytale visual novel in which YOU must save your Prince Charming! You will take on the role of the fairytale heroine in order to rehabilitate your chosen love interest and guide him to his "happily ever after"!

What works
  • Deep, psychologically complex storylines
  • Strong, proactive female protagonist
  • High-quality art and voice acting
  • Multiple branching endings and replayability
  • Creative reinterpretation of fairy tales
Things to keep in mind
  • Dark and potentially triggering themes
  • Many bad endings requiring trial or guides
  • Some players find protagonist inconsistent
  • Achievement bugs reported
  • Limited gameplay beyond narrative choices

What to play next

Top picks

Games that feel the closest overall

  • Psychedelica of the Ashen Hawk

  • CHAOS;CHILD

  • YOU and ME and HER: A Love Story

  • DRAMAtical Murder

  • CHAOS;HEAD NOAH

  • Tiny Bunny

  • Sakura no Mori † Dreamers

  • 7'scarlet

  • STEINS;GATE

Hidden Gems

Less popular games with surprisingly high similarity

  • Psychedelica of the Ashen Hawk

  • 7'scarlet

  • Crimson Gray

If you liked…

Recommendations by what you enjoyed most

  • Escapism

    Burnhouse Lane

  • Fantasy

    Without a Voice

  • Story

    CHAOS;CHILD

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).

TAISHO x ALICE episode 2: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Status. Here, the score leans higher than usual among comparable games on Intimacy, Expression. It leans lower than usual among comparable games on Competence.

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

    4

    "Players make meaningful dialogue choices that steer narrative branches and endings, reflecting control over story direction."

    Capsule for 1 to 1 humanoid edible toys 1 to 1 humanoid edible toys

    "Players can choose between two distinct narrative routes and make branching dialogue choices that affect endings, showing control over story progression."

  • Competence

    Game with the same Competence vibe

    -2

    "The game is a visual novel with limited skill challenges; choices mostly affect narrative flow rather than technical skill or mastery."

    Capsule for Find Love or Die Trying Find Love or Die Trying

    "The gameplay is a traditional visual novel with choice-based branching but many choices lead to bad endings, requiring some trial and error or guide use, indicating moderate challenge but not skill-based mastery."

  • Competition

    Game with the same Competition vibe

    -5

    "No evidence of competitive elements or player comparison; focus is on personal story experience."

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    "No evidence of competitive elements or player comparison; focus is on personal story experience."

  • Continuation

    Game with the same Continuation vibe

    3

    "Players often replay multiple times to explore different endings and improve outcomes, showing habitual engagement."

    Capsule for LoveChoice LoveChoice

    "Players engage in multiple endings and replay routes to explore all outcomes, showing habitual and repeated play."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Single-player visual novel experience with no multiplayer or cooperative gameplay."

    Capsule for the 9th day:第九日 the 9th day:第九日

    "Single-player visual novel experience with no multiplayer or cooperative gameplay."

  • Creativity

    Game with the same Creativity vibe

    3

    "Players explore different story paths and character relationships, fostering creative narrative exploration."

    Capsule for Starlight Vega Starlight Vega

    "Players explore different narrative paths and character perspectives, with creative reinterpretations of fairy tales."

  • Domination

    Game with the same Domination vibe

    -5

    "No indications of exerting control or superiority over others; interactions are narrative-driven."

    Capsule for Fashioning Little Miss Lonesome Fashioning Little Miss Lonesome

    "No indications of exerting control or superiority over others; interactions are narrative-driven."

  • Escapism

    Game with the same Escapism vibe

    5

    "Players use the game to immerse in a dark, surreal world to escape real-life issues and experience emotional storytelling."

    Capsule for Burnhouse Lane Burnhouse Lane

    "The game immerses players in a dark, psychological fairy tale world, offering escape from reality."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for intrinsic interest in story and characters; no obligation or external pressure noted."

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    "Players engage voluntarily for intrinsic interest in story and characters, with no 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 try different dialogue choices and routes to discover multiple endings, encouraging exploration of narrative possibilities."

  • Exploration

    Game with the same Exploration vibe

    2

    "Players discover new story branches and secrets within the narrative, though within a fixed visual novel environment."

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    "Players discover new story branches and character insights, though within a fixed visual novel environment."

  • Expression

    Game with the same Expression vibe

    2

    "Some character customization and outfit changes available, allowing limited self-expression."

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    "Some character customization through outfit changes and multiple facial expressions, allowing limited self-expression."

  • Fantasy

    Game with the same Fantasy vibe

    5

    "Strong fantasy setting with fairy tale elements, supernatural themes, and imaginative fiction."

    Capsule for Without a Voice Without a Voice

    "Strongly based on imaginative fairy tale settings and characters with supernatural and psychological themes."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "Primarily a solo experience with minimal social interaction or community involvement."

    Capsule for Broken Age Broken Age

    "Primarily a solo experience with minimal social interaction or community involvement."

  • Growth

    Game with the same Growth vibe

    3

    "Players develop understanding of complex characters and themes, gaining emotional insight and narrative comprehension."

    Capsule for Memories Off -Innocent Fille- Memories Off -Innocent Fille-

    "Players develop understanding of complex characters and themes, gaining emotional and narrative insight."

  • Health

    Game with the same Health vibe

    -5

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

    Capsule for Source of Madness Source of Madness

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

  • Idle

    Game with the same Idle vibe

    -4

    "Requires focused attention to follow story; not suited for casual or background play."

    Capsule for To the Moon To the Moon

    "Requires focused attention to follow story and make choices; not suitable for casual or background play."

  • Intimacy

    Game with the same Intimacy vibe

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    "Focus on close emotional relationships and romantic intimacy between main characters."

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    "Focus on emotional intimacy and complex relationships between protagonist and love interests."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements present."

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    "No leadership or group management elements present."

  • Progression

    Game with the same Progression vibe

    3

    "Progression through unlocking multiple endings and story branches, but no item or power accumulation."

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    "Progression through unlocking multiple endings and story branches, though no item or power accumulation."

  • Relaxation

    Game with the same Relaxation vibe

    -2

    "The game’s dark, intense themes create emotional tension rather than relaxation or flow."

    Capsule for MAMIYA MAMIYA

    "The game’s dark and intense themes create sustained tension rather than relaxation."

  • Sensation

    Game with the same Sensation vibe

    3

    "High-quality art, music, and voice acting provide rich sensory stimulation and emotional engagement."

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    "High-quality art, music, and voice acting provide rich sensory and emotional stimulation."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or status systems involved."

    Capsule for MADiSON MADiSON

    "No social recognition or status systems involved."

  • Story

    Game with the same Story vibe

    5

    "Narrative-driven visual novel with deep plot, character development, and multiple endings."

    Capsule for CHAOS;CHILD CHAOS;CHILD

    "Narrative-driven visual novel with deep psychological themes, complex characters, and multiple endings."

  • Strategy

    Game with the same Strategy vibe

    1

    "Some planning and decision-making to achieve desired endings, but limited strategic complexity."

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    "Requires some planning and careful choice selection to reach desired endings, but limited strategic complexity."

  • Thrill

    Game with the same Thrill vibe

    3

    "Dark and suspenseful story elements create tension and emotional engagement."

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    "Emotional suspense and tension from dark story elements and risk of bad endings."

  • Value

    Game with the same Value vibe

    3

    "Players find value in rich story, voice acting, and art, though some note short route length and price."

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    "Players find value in rich story, art, and voice acting despite limited gameplay mechanics."

  • Violence

    Game with the same Violence vibe

    3

    "Contains graphic and disturbing themes including self-harm and suicide; violence is psychological and narrative-driven."

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    "Contains themes of psychological violence, self-harm, and dark emotional conflict."

  • Survival

    Game with the same Survival vibe

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    "Narrative involves threats and survival elements, but no active survival gameplay mechanics."

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    "Narrative involves overcoming emotional and psychological threats, though no gameplay survival mechanics."

Last update: 10/07/2026