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Troublemaker similar games & best alternatives

Troublemaker

PC (Microsoft Windows), Nintendo Switch • 2023

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Quick resume

Grab a backpack, boxing tape, and focus on what high school is all about: Beating the ever loving crap out of one another! Troublemaker blends favorite action-adventure-beat-'em-up elements from the strongest traditions in the genre.

Global score

87/100

Genres

Action, Adventure, Indie, Role-playing (RPG), Fighting

Similar games

    Pros

    • Engaging and culturally rich story
    • Humorous and relatable dialogue
    • Varied minigames add gameplay variety
    • Skill upgrade and move customization
    • Good soundtrack and art style

    Cons

    • Combat is repetitive with limited moveset
    • Technical bugs and occasional crashes
    • Voice acting inconsistent and sometimes cringe
    • Short game length and limited exploration
    • Some ui and control issues

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players have freedom to explore school, choose dialogue options, and customize skills and fragments, though story progression is linear."

      Capsule for BLUE REFLECTION BLUE REFLECTION

      "Players have freedom to explore school environment, choose upgrades and moves, and engage in various minigames, though combat and story progression are somewhat linear."

    • Competence

      Game with the same Competence vibe

      2

      "Combat requires skillful timing of blocks, parries, and dodges; puzzles require observation and perspective but are not highly complex."

      Capsule for Hellblade: Senua's Sacrifice Hellblade: Senua's Sacrifice

      "Combat involves skillful timing of attacks, parries, and counters with some challenge, but limited move variety and some bugs reduce depth."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on single-player experience with no mention of competitive multiplayer or leaderboards; gameplay is personal and story-driven."

      Capsule for RoboCop: Rogue City RoboCop: Rogue City

      "Focus is on single-player experience with no indication of multiplayer or leaderboard competition; gameplay is personal and story-driven."

    • Continuation

      Game with the same Continuation vibe

      2

      "Players report engaging story and gameplay that encourage completion and some replay, though the game is relatively short."

      Capsule for Tales of Kenzera™: ZAU Tales of Kenzera™: ZAU

      "Players report engaging story and gameplay with some replay value via new game+ and achievements, though game length is short and some find repetition a downside."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "Entirely single-player with no cooperative or multiplayer elements mentioned."

      Capsule for Thymesia Thymesia

      "Entirely single-player with no cooperative or multiplayer elements mentioned."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players can experiment with different routes, use various vehicles, and discover Easter eggs, encouraging creative exploration."

      Capsule for Walking Simulator Walking Simulator

      "Players can customize skills, use various moves, and enjoy diverse minigames; some environmental interaction and Easter eggs encourage creative engagement."

    • Domination

      Game with the same Domination vibe

      -4

      "No evidence of domination or power over others; interactions are mostly single-player or cooperative."

      Capsule for Ravenfield Ravenfield

      "No evidence of dominating others; interactions are mostly story and single-player combat focused without social power dynamics."

    • Escapism

      Game with the same Escapism vibe

      4

      "Immersive old-school RPG experience with humor and narrative that provides strong real-life escape."

      Capsule for SanctuaryRPG: Black Edition SanctuaryRPG: Black Edition

      "Game offers immersive Indonesian high school delinquent story with humor and drama, providing distraction and emotional engagement."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment; no indication of obligation or external pressure to play."

      Capsule for Valkyria Chronicles™ Valkyria Chronicles™

      "Players engage voluntarily out of interest and enjoyment; no indication of obligation or external pressure to play."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Some experimentation with strategies and upgrades, but core gameplay is repetitive and routine-based."

      Capsule for Pixel Cafe Pixel Cafe

      "Some experimentation with combat moves, skill upgrades, and minigames, though core combat is somewhat repetitive and limited."

    • Exploration

      Game with the same Exploration vibe

      1

      "Small map with some secrets and Easter eggs encourages limited exploration."

      Capsule for Tattletail Tattletail

      "Limited exploration mostly within school environment; some environmental details and Easter eggs encourage curiosity but map is small."

    • Expression

      Game with the same Expression vibe

      2

      "Some character customization with outfits and accessories allows personal expression, though limited in scope."

      Capsule for AWAKEN - Astral Blade AWAKEN - Astral Blade

      "Customization of character moves and some costume unlocks allow personal expression; however, character models are fixed and limited."

    • Fantasy

      Game with the same Fantasy vibe

      -2

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

      Capsule for Life is Strange: Before the Storm Life is Strange: Before the Storm

      "Story grounded in realistic Indonesian high school setting with relatable social themes; some exaggerated comedic elements but mostly realistic."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "No multiplayer or social community features; experience is solitary and story-focused."

      Capsule for FINAL FANTASY XVI FINAL FANTASY XVI

      "No multiplayer or social community features; experience is solitary and story-focused."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn combat mechanics, enemy patterns, and optimize builds, showing personal skill development."

      Capsule for Wrought Flesh Wrought Flesh

      "Players learn combat timing, skill upgrades, and minigame mechanics; some personal development through overcoming challenges."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity or health-related gameplay; sedentary play only."

      Capsule for HOLE HOLE

      "No physical activity or health-related gameplay elements; sedentary play only."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during combat and story; not designed for casual or background play."

      Capsule for Yakuza: Like a Dragon Yakuza: Like a Dragon

      "Requires focused attention during combat and story; not designed for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Interactions limited to scripted story characters; no social or emotional connections with other players."

      Capsule for Dracula: Love Kills Dracula: Love Kills

      "Social interactions limited to scripted story relationships; no player-driven emotional or close social connections."

    • Leadership

      Game with the same Leadership vibe

      -4

      "No leadership or group management roles; gameplay is individual and story-driven."

      Capsule for FINAL FANTASY X/X-2 HD Remaster FINAL FANTASY X/X-2 HD Remaster

      "No player leadership or group management roles; gameplay is individual and narrative-driven."

    • Progression

      Game with the same Progression vibe

      3

      "Players collect upgrades and unlock new game modes, showing progression."

      Capsule for The Eternal Castle [REMASTERED] The Eternal Castle [REMASTERED]

      "Players accumulate skill upgrades, unlock moves, and gain items; new game+ mode extends progression."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Some players find the game fun and relaxing despite bugs, but tension from combat and bugs present."

      Capsule for TrenchesWIP TrenchesWIP

      "Some players find the game entertaining and humorous, but combat tension and bugs reduce pure relaxation."

    • Sensation

      Game with the same Sensation vibe

      2

      "Art style and music provide pleasant sensory experience; combat animations add excitement."

      Capsule for Rising Lords Rising Lords

      "Music and art style praised for mood and atmosphere; combat sound effects and animation are mixed but contribute to sensory experience."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or ranking systems; achievements are personal and not publicly displayed."

      Capsule for Circle Empires Circle Empires

      "No social recognition or ranking systems; achievements are personal and not publicly displayed."

    • Story

      Game with the same Story vibe

      4

      "Narrative is engaging with meaningful choices, character development, and rich lore; story impacts world state."

      Capsule for Avowed Avowed

      "Narrative is a strong point with engaging, culturally rich story and character development, despite some cheesy dialogue."

    • Strategy

      Game with the same Strategy vibe

      1

      "Combat involves some timing and resource management, but overall strategy depth is limited."

      Capsule for Hero's Journey Hero's Journey

      "Combat requires some tactical timing and resource management, but overall straightforward and limited strategic depth."

    • Thrill

      Game with the same Thrill vibe

      1

      "Combat offers some excitement but low risk and predictable outcomes limit thrill."

      Capsule for DeathSpank DeathSpank

      "Combat and story provide some excitement and tension, but limited risk and predictable outcomes reduce thrill."

    • Value

      Game with the same Value vibe

      3

      "Players find good value in the game's engaging story and gameplay, especially at discounted prices."

      Capsule for Nancy Drew®: Alibi in Ashes Nancy Drew®: Alibi in Ashes

      "Players feel the game offers good value for price, especially on discount, with engaging story and gameplay for short playtime."

    • Violence

      Game with the same Violence vibe

      3

      "Combat involves punching, throwing enemies, and melee attacks; violence is stylized and central to gameplay."

      Capsule for Gravity Circuit Gravity Circuit

      "Combat involves beat 'em up fighting with punches, kicks, and special moves; violence is central to gameplay."

    • Survival

      Game with the same Survival vibe

      1

      "Players must avoid failure and manage health in combat, but game is not focused on survival mechanics."

      Capsule for SENRAN KAGURA ESTIVAL VERSUS SENRAN KAGURA ESTIVAL VERSUS

      "Players must manage health and stamina to avoid defeat in fights, but game is not focused on survival mechanics."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Expression, Violence. It leans lower than usual among comparable games on Fantasy.

    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