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Tricolour Lovestory similar games & best alternatives

Tricolour Lovestory

PC (Microsoft Windows), PlayStation 4 • 2017

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Quick resume

Time flies and never comes back. But with an incredible 1-million-word script and 100+ original CGs, this game will take you back to when you were young, simple and pure. Go and get the love of your life back, start something new, or end everything in flame, that's for you to decide!

Global score

81/100

Genres

Adventure, Casual, Indie, Visual Novel

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    Pros

    • Deep emotional story
    • High quality artwork and music
    • Long playtime for price
    • Strong character development
    • Chinese voice acting

    Cons

    • Poor english translation
    • Limited player choices
    • Some story pacing issues
    • Minor bugs and script mismatches
    • Linear gameplay

    Motivations

    • Autonomy

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      "Players make choices affecting story branches and outcomes, though within a mostly linear narrative."

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    • Competence

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      -2

      "Gameplay is mostly reading with few choices; limited skill or challenge involved."

      Capsule for Invisible Apartment Invisible Apartment

      "The game is mostly reading and decision making with minimal skill challenge or variation."

    • Competition

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      -5

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

      Capsule for Kindred Spirits on the Roof Kindred Spirits on the Roof

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

    • Continuation

      Game with the same Continuation vibe

      4

      "Many players report long playtimes (40+ hours), engaging story and content, with some expressing strong attachment and desire to keep playing despite minor frustrations."

      Capsule for WrestleQuest WrestleQuest

      "Long playtime (30-50 hours), with players expressing attachment and desire to continue reading."

    • Cooperation

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      -5

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

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

    • Creativity

      Game with the same Creativity vibe

      -3

      "Players follow predefined story branches with limited creative input beyond choice selection."

      Capsule for Trick and Treat - Visual Novel Trick and Treat - Visual Novel

      "Players follow a predefined story and character routes with limited creative input."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; experience is personal and narrative-driven."

      Capsule for Syberia: The World Before Syberia: The World Before

      "No elements of exerting control or superiority over others; experience is personal and narrative-driven."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game to experience emotional stories and escape real-life stresses through immersive roleplay."

      Capsule for One Hour One Life One Hour One Life

      "Players use the game to immerse in an emotional story and escape real life stresses."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of personal interest and intrinsic motivation to experience the story."

      Capsule for Necrobarista Necrobarista

      "Players engage voluntarily out of personal interest and intrinsic motivation to experience the story."

    • Experimenting

      Game with the same Experimenting vibe

      -2

      "Limited branching and choices reduce experimentation; players mostly follow established narrative paths."

      Capsule for Vampire: The Masquerade - Coteries of New York Vampire: The Masquerade - Coteries of New York

      "Limited experimentation possible; players mostly follow the story with few branching choices."

    • Exploration

      Game with the same Exploration vibe

      -3

      "Story unfolds in a fixed set of environments with no open exploration."

      Capsule for Sakura Spirit Sakura Spirit

      "Story unfolds in a fixed setting with no open exploration or discovery of new areas."

    • Expression

      Game with the same Expression vibe

      -4

      "Minimal customization or self-expression; players use preset characters and environments."

      Capsule for 12 Labours of Hercules 12 Labours of Hercules

      "Minimal customization or self-expression; players experience preset characters and visuals."

    • Fantasy

      Game with the same Fantasy vibe

      -1

      "Story grounded in realistic teenage life and emotional struggles without supernatural powers, though some narrative elements are stylized."

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      "Story is grounded in realistic school life drama and relationships, with some emotional fiction elements."

    • Fellowship

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      -4

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

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

    • Growth

      Game with the same Growth vibe

      3

      "Players experience character development and emotional growth through story progression."

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      "Players experience character development and emotional growth through story progression."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay typical of visual novels with no physical activity."

      Capsule for Senren*Banka Senren*Banka

      "Sedentary gameplay typical of visual novels with no physical activity."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused reading and attention over long sessions; not suited for casual or background play."

      Capsule for Fate/stay night REMASTERED Fate/stay night REMASTERED

      "Requires focused reading and attention over long sessions; not casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      4

      "Strong emotional connections to characters and narrative foster feelings of closeness and attachment."

      Capsule for MiSide MiSide

      "Strong emotional connections with characters and story evoke feelings of closeness and attachment."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or management roles; player follows a narrative without directing others."

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      "No leadership or management roles; player follows a narrative without directing others."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through story and unlocking multiple endings and collectibles provides a sense of advancement."

      Capsule for Oxenfree Oxenfree

      "Story progression and unlocking of endings and CGs provide a sense of advancement."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Music and art create a relaxing atmosphere; reading and story immersion provide flow."

      Capsule for Oblivious Garden ~Carmina Burana Oblivious Garden ~Carmina Burana

      "Emotional flow and soundtrack provide a relaxing and immersive reading experience."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable visual art, voice acting, and music provide moderate sensory stimulation."

      Capsule for Cabin Fever Cabin Fever

      "Enjoyment from visual art, music, and voice acting provides sensory stimulation."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or ranking; experience is private and personal."

      Capsule for Analogue: A Hate Story Analogue: A Hate Story

      "No social recognition or ranking; experience is private and personal."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with emotional character development and a linear plot."

      Capsule for Fluffy Store Fluffy Store

      "Strong narrative focus with detailed character development and emotional plot."

    • Strategy

      Game with the same Strategy vibe

      -4

      "Minimal strategic or problem-solving elements; mostly linear reading."

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      "Minimal strategic or problem-solving elements; mostly linear story reading."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense and emotional tension, but not focused on risk or excitement."

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      "Some emotional tension and drama but no suspense or risk-based thrill."

    • Value

      Game with the same Value vibe

      5

      "Highly praised for its content length and quality relative to low price."

      Capsule for Hands of Necromancy Hands of Necromancy

      "Highly praised for excellent content and length relative to low price."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay; focus on story and relationships."

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      "No combat or destructive gameplay; focus on relationships and story."

    • Survival

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      -5

      "No survival or threat avoidance mechanics; stable narrative environment."

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      "No survival or threat avoidance mechanics; stable narrative environment."

    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 Intimacy, Continuation. It leans lower than usual among comparable games on 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