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Tesla vs Lovecraft similar games & best alternatives

Tesla vs Lovecraft

PC (Microsoft Windows), Mac, iOS, PlayStation 4, Xbox One, Android, Nintendo Switch, Linux • 2018

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Quick resume

Tesla vs Lovecraft is an intense top-down twin stick arena shooter from the creators of Crimsonland and Neon Chrome. Play as the enigmatic inventor Nikola Tesla harnessing the static energy to power up Tesla-Mech and give the lovecraftian nightmares a lesson in horror!

Global score

90/100

Genres

Action, Indie, Role-playing (RPG), Shooter, Arcade

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    Pros

    • Addictive and fast-paced gameplay
    • Diverse weapons and perks
    • Local co-op support
    • Polished graphics and sound
    • Strong fantasy theme

    Cons

    • Repetitive level design
    • High rng influence on success
    • Short campaign length
    • Slow meta-progression grind
    • Minimal story content

    Motivations

    • Autonomy

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      "Players can choose classes, weapons, and upgrades each round, allowing personal decision-making despite some RNG elements."

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    • Competence

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      "Game requires strategic thinking, timing of abilities, and adapting to RNG; skill improves success but some randomness remains."

      Capsule for Space Tyrant Space Tyrant

      "Gameplay requires skillful dodging, aiming, and strategic use of perks and teleportation, though RNG luck also influences success."

    • Competition

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      "Focus is mainly on personal progression and self-set goals; multiplayer is local co-op with no current online competitive modes."

      Capsule for Greedland Greedland

      "Focus is primarily on personal progression and survival rather than direct competition; local co-op available but no online ranked modes."

    • Continuation

      Game with the same Continuation vibe

      3

      "Addictive gameplay with progression and unlocks encourages long play sessions and habitual engagement."

      Capsule for Muffin Knight Muffin Knight

      "Addictive gameplay with meta-progression and daily quests encourages habitual play and replaying levels."

    • Cooperation

      Game with the same Cooperation vibe

      2

      "Supports two-player local co-op and encourages teamwork, but primarily designed for solo play."

      Capsule for One Deck Dungeon One Deck Dungeon

      "Supports local co-op play, encouraging teamwork, but single-player is the main mode."

    • Creativity

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      "Players can customize builds through weapon modifiers and skill upgrades, but the core gameplay loop and map structure are fixed."

      Capsule for Kagura Survivors: Endless Night Kagura Survivors: Endless Night

      "Players customize builds via perk choices and weapon pickups, but level design and gameplay loop are fairly fixed."

    • Domination

      Game with the same Domination vibe

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      "Interactions are balanced and cooperative; no evidence of power imposition or trash talk."

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      "Interactions are balanced and cooperative; no evidence of power imposition or trash talk."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a fast-paced, intense distraction and stress relief from real life."

      Capsule for RIVE RIVE

      "Players use the game as a fast-paced distraction and stress relief with intense action and fantasy setting."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for fun and interest; no evidence of obligation or external pressure."

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      "Players engage voluntarily for fun and intrinsic interest; no evidence of obligation or pressure."

    • Experimenting

      Game with the same Experimenting vibe

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      "Players try different weapons, perks, and strategies to optimize gameplay and overcome challenges."

      Capsule for Zombie Army 4: Dead War Zombie Army 4: Dead War

      "Players try different perk and weapon combinations and tactical movement strategies to overcome challenges."

    • Exploration

      Game with the same Exploration vibe

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      "Game levels are structured and repetitive with limited new areas or secrets to discover."

      Capsule for Farm Frenzy Collection Farm Frenzy Collection

      "Levels are small and reused; gameplay focuses on survival rather than discovering new areas."

    • Expression

      Game with the same Expression vibe

      1

      "Some customization through weapon and ability unlocks, but no avatar or environment personalization."

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      "Some customization through perk and weapon choices, but no avatar or environment personalization."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strong Lovecraftian horror theme with imaginative monsters, supernatural powers, and fictional setting."

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      "Strong fantasy theme pitting Nikola Tesla against Lovecraftian monsters in a fictional, supernatural setting."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Some community feeling through shared nostalgia and local co-op, but mostly individual play."

      Capsule for Ghosts 'n Goblins Resurrection Ghosts 'n Goblins Resurrection

      "Some community feeling through local co-op and shared interest, but mostly individual play."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop through unlocking upgrades and achievements, though progression can be slow and repetitive."

      Capsule for Poop Clicker Poop Clicker

      "Players develop skills and unlock upgrades over time, though some find progression slow or grindy."

    • Health

      Game with the same Health vibe

      -4

      "Sedentary gameplay with intense focus; no physical activity involved."

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      "Sedentary gameplay with intense focus; no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires continuous attention and coordination during gameplay; not suited for passive or background play."

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      "Requires continuous attention and fast reactions during gameplay; not suited for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -3

      "Social interactions are limited to local co-op with no deep emotional or relationship-building elements."

      Capsule for X-Morph: Defense X-Morph: Defense

      "Social interactions are limited to local co-op; no deep emotional or relationship building."

    • Leadership

      Game with the same Leadership vibe

      -2

      "No evidence of leadership roles; cooperative play is balanced and shared."

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      "No evidence of leadership roles; cooperative play is balanced and shared."

    • Progression

      Game with the same Progression vibe

      4

      "Strong meta-progression with unlockable weapons, upgrades, and character levels driving continued play."

      Capsule for GUNTOUCHABLES GUNTOUCHABLES

      "Strong meta-progression system with unlockable upgrades, perks, and weapons driving continued play."

    • Relaxation

      Game with the same Relaxation vibe

      -2

      "Gameplay is intense and fast-paced, creating tension rather than relaxation."

      Capsule for DOOM + DOOM II DOOM + DOOM II

      "Gameplay is intense and fast-paced, creating tension rather than relaxation."

    • Sensation

      Game with the same Sensation vibe

      4

      "Engaging visual and auditory effects create exciting sensory stimulation."

      Capsule for Nioh 2 – The Complete Edition Nioh 2 – The Complete Edition

      "Visual and auditory effects provide exciting sensory stimulation and emotional fun."

    • Status

      Game with the same Status vibe

      -3

      "No emphasis on social recognition or leaderboards; focus is on personal achievement."

      Capsule for Salt Salt

      "No emphasis on social recognition or leaderboards; focus is on personal achievement."

    • Story

      Game with the same Story vibe

      1

      "Minimal story presented through brief cutscenes; story mainly serves as context for gameplay."

      Capsule for Savant - Ascent Savant - Ascent

      "Minimal story presented mainly through brief cutscenes; gameplay is the main focus."

    • Strategy

      Game with the same Strategy vibe

      3

      "Players must plan perk builds and weapon use strategically, balancing chaos with tactical decisions."

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      "Players must plan perk choices, movement, and weapon use to survive waves of enemies."

    • Thrill

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      4

      "Increasing difficulty and chaotic enemy waves create suspense and adrenaline."

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      "High intensity and suspense from overwhelming enemy waves and RNG elements create thrill."

    • Value

      Game with the same Value vibe

      3

      "Players find good entertainment value especially when purchased on sale; some complaints about DLC pricing."

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      "Players feel they get good entertainment value for the price, especially with DLC and on sale."

    • Violence

      Game with the same Violence vibe

      4

      "Core gameplay involves combat and destruction of hordes of enemies."

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      "Core gameplay involves combat, destruction, and killing hordes of enemies."

    • Survival

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      "Gameplay centers on surviving increasingly difficult waves and managing resources like heat and health."

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    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Relaxation, Survival, Violence, Fellowship. Here, the score leans higher than usual among comparable games on Cooperation, Fellowship. It leans lower than usual among comparable games on Exploration.

    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