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The Last Tinker™: City of Colors similar games & best alternatives

The Last Tinker™: City of Colors

PC (Microsoft Windows), PlayStation 4, Mac, Linux • 2014

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Quick resume

The Last Tinker is a joyous action adventure and definitely no platformer, as there is no jump button. Koru, a boy from the slums of Colortown, must rise and stand against the Bleakness, a dark force intent on wiping out joy. Koru must use color and emotion to restore life to Colortown!

Global score

81/100

Genres

Action, Adventure, Indie, Platform

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    Pros

    • Colorful and creative world design
    • Engaging story with meaningful themes
    • Accessible and smooth gameplay
    • Pleasant soundtrack and visuals
    • Suitable for all ages including children

    Cons

    • Automatic jumping limits player control
    • Combat can be repetitive and simple
    • Linear level design with limited exploration
    • Short game length with limited replay value
    • Some technical issues and bugs reported

    Motivations

    • Autonomy

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      "Players have freedom to choose characters, moves, and playstyle, but the auto-jump mechanic imposes a unique constraint on movement."

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    • Competence

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      2

      "Mini-games and puzzles provide some skill challenges, but overall gameplay is accessible and not highly difficult."

      Capsule for MiSide MiSide

      "Combat and puzzles provide some challenge especially on higher difficulties, but overall gameplay is accessible and not highly skill-demanding."

    • Competition

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      "Focus is on single-player experience with no competitive elements or leaderboards."

      Capsule for Dev Guy Dev Guy

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    • Continuation

      Game with the same Continuation vibe

      1

      "Some replay value due to branching choices and collectibles, but overall game length is short and not designed for long habitual play."

      Capsule for Quantum Break Quantum Break

      "Game length is moderate with some replayability through collectibles and level select, but some players find limited incentive to replay."

    • Cooperation

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      "Entirely single-player with no cooperative gameplay or multiplayer features."

      Capsule for BioShock™ Remastered BioShock™ Remastered

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    • Creativity

      Game with the same Creativity vibe

      4

      "Highly creative worldbuilding, character design, and unique mechanics like party members with special abilities and minigames."

      Capsule for Anachronox Anachronox

      "Highly creative world design, color-based mechanics, and character abilities; unique art style and imaginative environments."

    • Domination

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      -5

      "No elements of exerting control or superiority over others; gameplay is cooperative with NPCs and solo."

      Capsule for Wallace & Gromit’s Grand Adventures Wallace & Gromit’s Grand Adventures

      "No elements of domination or power over others; gameplay is cooperative with NPCs and solo."

    • Escapism

      Game with the same Escapism vibe

      4

      "The colorful, charming worlds and lighthearted story provide a relaxing escape from real life."

      Capsule for Super Lucky's Tale Super Lucky's Tale

      "Colorful, charming world and story provide a pleasant escape from reality, suitable for relaxation and nostalgia."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for enjoyment and nostalgia; no indication of obligation or external pressure."

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      "Players engage voluntarily for enjoyment and nostalgia; no indication of obligation or external pressure."

    • Experimenting

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      2

      "Players try different combat moves, powers, and environmental tactics, though within a structured game progression."

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      "Players can try different color powers and combat strategies, though platforming is mostly on rails."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore visually rich environments and discover collectibles and secrets, though levels are mostly linear."

      Capsule for Viewfinder Viewfinder

      "Encourages exploration of colorful districts and hidden collectibles, though level design is mostly linear."

    • Expression

      Game with the same Expression vibe

      3

      "Character customization includes body type, gender, and layered armor; visual personalization is present but limited."

      Capsule for Exanima Exanima

      "Customization through unlockable visual modes and concept art; character personalization is limited but present."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Imaginative, colorful fantasy world with anthropomorphic characters and whimsical story."

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      "Set in a whimsical, imaginative world with anthropomorphic characters and magical color powers."

    • Fellowship

      Game with the same Fellowship vibe

      -4

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

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

    • Growth

      Game with the same Growth vibe

      3

      "Players develop problem-solving skills and learn game lore; some puzzles require learning and adaptation."

      Capsule for The Lost Crown The Lost Crown

      "Players learn new abilities and combat combos; some puzzles require problem solving and adaptation."

    • Health

      Game with the same Health vibe

      -5

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

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during platforming and combat; not designed for idle or background play."

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      "Requires focused attention during platforming and combat; not designed for idle or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Limited emotional connection mainly through story and characters, but no social relationship building."

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      "Limited emotional connection mostly through story and characters; no social or relationship building."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management mechanics; player acts independently."

      Capsule for Gunpoint Gunpoint

      "No leadership or group management mechanics; player acts independently."

    • Progression

      Game with the same Progression vibe

      4

      "Players collect items, unlock new areas, and gain new abilities to progress through the story."

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      "Players collect items, unlock abilities, and upgrade powers as they progress through the story."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Generally relaxing gameplay with light challenge and soothing music."

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      "Generally relaxing gameplay with light challenge and soothing music; suitable for casual play."

    • Sensation

      Game with the same Sensation vibe

      4

      "Vibrant visuals, intense action, and an engaging soundtrack provide strong sensory stimulation."

      Capsule for Atomic Picnic Atomic Picnic

      "Bright, colorful visuals and engaging soundtrack provide strong sensory stimulation and enjoyment."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition systems; achievements are personal and not publicly ranked."

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      "No social status or recognition systems; achievements are personal and not publicly ranked."

    • Story

      Game with the same Story vibe

      4

      "Narrative and character interactions are a core part of the experience, with emotional and relatable themes."

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      "Engaging narrative with themes of unity and emotions; story is a core part of the experience."

    • Strategy

      Game with the same Strategy vibe

      2

      "Puzzle solving requires some reasoning and planning, but combat and platforming are straightforward."

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      "Combat and puzzle-solving require some planning and tactical thinking, though platforming is straightforward."

    • Thrill

      Game with the same Thrill vibe

      -2

      "Game is low risk and low tension, designed for steady progression rather than suspense or excitement."

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      "Game is low risk and low tension; designed for casual enjoyment rather than suspense or thrill."

    • Value

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      3

      "Good perceived value especially when purchased on sale; praised for quality content and replayability."

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      "Good perceived value especially when purchased on sale; praised for quality relative to price."

    • Violence

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      -3

      "Combat is light and cartoonish, focused on defeating enemies rather than destruction or violence."

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      "Combat is non-violent and cartoonish; emphasis on color powers rather than destruction."

    • Survival

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      "No significant survival mechanics; death is non-punitive and players respawn immediately."

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    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 Expression, Sensation. It leans lower than usual among comparable games on Thrill.

    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