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this game will end in 205 clicks. similar games & best alternatives

this game will end in 205 clicks.

PC (Microsoft Windows), Mac, Linux • 2025

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Quick resume

What does a SUPERVILLAIN do, when he is forbidden from doing anything evil for the day? WARNING: This is not the type of game where you can make meaningful choices.

Global score

97/100

Genres

Indie, Free To Play, Visual Novel

Similar games

    Pros

    • Free to play
    • Short and accessible
    • Strong queer representation
    • Emotional and impactful storytelling
    • Unique meta-narrative and 4th wall breaking

    Cons

    • Very short length limits depth
    • Lack of gameplay variety
    • No replayability
    • Some players wished for more content
    • Minimal interactivity

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players control a single protagonist with freedom to choose weapons and tactics, but story progression and character are fixed."

      Capsule for DYNASTY WARRIORS: ORIGINS DYNASTY WARRIORS: ORIGINS

      "The game strongly emphasizes the protagonist's struggle for personal freedom and control against imposed social roles and scripted constraints."

    • Competence

      Game with the same Competence vibe

      -3

      "Gameplay is minimal and straightforward, typical of visual novels with no skill challenges."

      Capsule for Senren*Banka Senren*Banka

      "Gameplay is limited to clicking through a linear visual novel with no skill challenge or variation."

    • Competition

      Game with the same Competition vibe

      -5

      "No competitive elements or comparison to others; focus is on personal narrative experience."

      Capsule for Impostor Factory Impostor Factory

      "No competitive elements or comparison to others; focus is on personal narrative experience."

    • Continuation

      Game with the same Continuation vibe

      -4

      "Very short experience (~10-15 minutes) with little replay value; players generally finish quickly."

      Capsule for Plug & Play Plug & Play

      "Very short experience (~15-30 minutes) with no replayability; players complete it quickly and move on."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for CLANNAD CLANNAD

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

    • Creativity

      Game with the same Creativity vibe

      2

      "Some player creativity in theorizing and interpreting story, but limited in-game creation or modification"

      Capsule for CORPSE FACTORY CORPSE FACTORY

      "Creative use of meta-narrative and 4th wall breaking, but limited player input or modification."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control over others; interactions are solitary and narrative-driven."

      Capsule for Paratopic Paratopic

      "No elements of exerting control over others; the protagonist is constrained and sympathetic."

    • Escapism

      Game with the same Escapism vibe

      3

      "Players use the game as a means to engage with emotional themes and personal reflection, offering a form of psychological escape and catharsis."

      Capsule for Something for Someone Else Something for Someone Else

      "Players use the game as a brief emotional escape and reflection on identity and social roles."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in the story and themes, not obligation."

      Capsule for The Song of Saya The Song of Saya

      "Players engage voluntarily out of interest in story and themes, not due to obligation."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "The game encourages exploration of narrative branches and unusual presentation formats."

      Capsule for The Silver Case The Silver Case

      "The game experiments with format and narrative style, including click limits and meta-commentary."

    • Exploration

      Game with the same Exploration vibe

      -4

      "Linear narrative with no open exploration or discovery of new areas."

      Capsule for Florence Florence

      "Linear story with no exploration or discovery of new areas."

    • Expression

      Game with the same Expression vibe

      3

      "Customization of player pronouns and character identity allows self-expression within the narrative."

      Capsule for Dialtown: Phone Dating Sim Dialtown: Phone Dating Sim

      "Strong character expression and identity themes; players experience self-expression through narrative."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Stylized, fictional narrative about a special agent with exaggerated action and power fantasy elements."

      Capsule for I Am Your Beast I Am Your Beast

      "Fictional supervillain character and stylized world with imaginative elements."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Minimal social interaction; primarily a solo narrative experience."

      Capsule for Wolfenstein II: The New Colossus Wolfenstein II: The New Colossus

      "Minimal social interaction; primarily a solo narrative experience."

    • Growth

      Game with the same Growth vibe

      3

      "Players experience emotional growth and reflection through the story's themes of identity and love."

      Capsule for The Sad Story of Emmeline Burns The Sad Story of Emmeline Burns

      "Emotional and personal growth themes explored through story; players reflect on identity and acceptance."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity or health-related gameplay."

      Capsule for Layers of Fear Layers of Fear

      "No physical activity or health-related gameplay."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention to progress through story and exploration; not a background or idle game."

      Capsule for Looking Up I See Only A Ceiling Looking Up I See Only A Ceiling

      "Requires focused attention to progress through story; not a background or idle game."

    • Intimacy

      Game with the same Intimacy vibe

      2

      "Emotional connection with protagonist's inner thoughts and struggles; limited social intimacy."

      Capsule for The Average Everyday Adventures of Samantha Browne The Average Everyday Adventures of Samantha Browne

      "Emotional connection to protagonist and themes of identity create a sense of intimacy."

    • 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

      1

      "Narrative progression through stories but no item or upgrade accumulation."

      Capsule for CLANNAD Side Stories CLANNAD Side Stories

      "Narrative progression through clicks, but no item or upgrade accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Generally balanced pacing with emotional highs and lows; some tension but also moments of calm reflection."

      Capsule for Detroit: Become Human Detroit: Become Human

      "Generally calm and reflective tone with moments of emotional impact."

    • Sensation

      Game with the same Sensation vibe

      1

      "Simple audio-visual presentation provides mild sensory enjoyment without intense stimulation."

      Capsule for qop qop

      "Simple visual and audio presentation with some emotional stimulation but limited sensory complexity."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition mechanics."

      Capsule for What Remains of Edith Finch What Remains of Edith Finch

      "No social status or recognition mechanics."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with emotional and thematic depth."

      Capsule for You Will (Not) Remain You Will (Not) Remain

      "Strong narrative focus with emotional and thematic depth."

    • Strategy

      Game with the same Strategy vibe

      -5

      "No strategic or problem-solving gameplay; purely linear story progression."

      Capsule for Lost girl`s [diary] Lost girl`s [diary]

      "No strategic or problem-solving gameplay; purely linear story progression."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense and surprises, but overall moderate emotional tension."

      Capsule for The Magic Circle The Magic Circle

      "Some emotional tension and surprise moments, but overall low suspense."

    • Value

      Game with the same Value vibe

      5

      "Highly praised for being free, educational, and well-made, offering great value for time."

      Capsule for The Body VR: Journey Inside a Cell The Body VR: Journey Inside a Cell

      "Highly praised for being free, short, and emotionally impactful; excellent value for time."

    • Violence

      Game with the same Violence vibe

      -5

      "No violent gameplay; focus on psychological themes and narrative."

      Capsule for Looking Up I See Only A Ceiling Looking Up I See Only A Ceiling

      "No violent gameplay; focus on narrative and character."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat avoidance mechanics."

      Capsule for NEKOPARA Vol. 2 NEKOPARA Vol. 2

      "No survival or threat avoidance mechanics."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. Here, the score leans higher than usual among comparable games on Expression. It leans lower than usual among comparable games on Continuation, Idle.

    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