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True Love ~Confide to the Maple~ similar games & best alternatives

True Love ~Confide to the Maple~

PC (Microsoft Windows) • 2016

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Quick resume

Guo Hengyi and Yao Fengyi are childhood sweetheart. But their relationship goes far gradually after divided into different classes and the great college entrance exam pressure. Tang Haiyin and Yao Fengxi came to his life as well. An unexpected accident had involved them together.

Global score

85/100

Genres

Adventure, Casual, Indie

Similar games

    Pros

    • Compelling and emotional story
    • High-quality music and voice acting
    • Beautiful artwork and cg
    • Multiple endings and branching choices
    • Immersive narrative experience

    Cons

    • Poor english translation quality
    • Some players find pacing slow and dialogue awkward
    • Male protagonist character disliked by some
    • Background art and minor technical issues
    • Lack of dlc and updates

    Motivations

    • Autonomy

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      "Players make choices that affect endings and character relationships, indicating some control over the narrative."

      Capsule for Highschool Romance Highschool Romance

      "Players make choices affecting story paths and endings, but many choices mainly influence affection levels rather than major plot changes, indicating moderate player control."

    • Competence

      Game with the same Competence vibe

      1

      "The game involves reading and making some choices early on, but most of the gameplay is linear with limited skill challenges, though players feel rewarded by story progression and character development."

      Capsule for Hustle Cat Hustle Cat

      "Gameplay is mostly reading and choice selection with limited skill challenge; some players find the pacing slow and repetitive."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal narrative experience and emotional engagement without competitive elements or player comparison."

      Capsule for Doki Doki Literature Club! Doki Doki Literature Club!

      "Focus is on personal story experience and emotional engagement without competitive elements or player comparison."

    • Continuation

      Game with the same Continuation vibe

      4

      "Long playtime (50+ hours), multiple endings, and replayability encourage extended engagement."

      Capsule for Geneforge 1 Geneforge 1

      "Long playtime (20-35+ hours), multiple endings, and emotional investment encourage extended and repeated playthroughs."

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Demonheart Demonheart

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

    • Creativity

      Game with the same Creativity vibe

      2

      "Players creatively explore different narrative branches and endings, though within a predefined story structure."

      Capsule for Lake of Voices Lake of Voices

      "Players explore different story branches and endings, but within a predefined narrative structure."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control or superiority over others; interactions are narrative and personal."

      Capsule for Life is Strange - Episode 1 Life is Strange - Episode 1

      "No elements of exerting control or superiority over others; interactions are narrative and personal."

    • Escapism

      Game with the same Escapism vibe

      5

      "Strong emotional and immersive story provides escape from real life and deep engagement."

      Capsule for OneShot: World Machine Edition OneShot: World Machine Edition

      "Strong emotional story and immersive narrative provide escape from real-life through fictional drama and romance."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for emotional and narrative experience rather than obligation or external pressure."

      Capsule for The Stillness of the Wind The Stillness of the Wind

      "Players engage voluntarily for emotional experience and story interest rather than obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Multiple endings and branching choices encourage players to explore different story paths and outcomes."

      Capsule for Your Turn To Die -Death Game By Majority- Your Turn To Die -Death Game By Majority-

      "Multiple endings and branching choices encourage players to try different options and explore story outcomes."

    • Exploration

      Game with the same Exploration vibe

      -3

      "Exploration is limited to narrative branches rather than spatial or environmental discovery."

      Capsule for The Fruit of Grisaia The Fruit of Grisaia

      "Exploration is limited to narrative branches rather than spatial or environmental discovery."

    • Expression

      Game with the same Expression vibe

      1

      "Some character customization via story choices, but no avatar or environment personalization."

      Capsule for The Rainy Port Keelung 雨港基隆 The Rainy Port Keelung 雨港基隆

      "Some character customization through choices, but no avatar or environment personalization."

    • Fantasy

      Game with the same Fantasy vibe

      2

      "Story contains imaginative and emotional fiction elements, though grounded in relatable human experiences."

      Capsule for UNBEATABLE UNBEATABLE

      "Story includes some supernatural or symbolic elements but grounded mostly in realistic emotional drama."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "Primarily a solitary experience without social or community interaction."

      Capsule for WITCH ON THE HOLY NIGHT WITCH ON THE HOLY NIGHT

      "Primarily a solitary experience without social or community features."

    • Growth

      Game with the same Growth vibe

      3

      "Players learn about characters and story through multiple playthroughs and choices, enabling personal insight and narrative understanding."

      Capsule for Elisa: The Innkeeper - Prequel Elisa: The Innkeeper - Prequel

      "Players develop understanding of characters and story through multiple playthroughs, reflecting personal insight growth."

    • 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 sustained attention and reading; not suited for casual or background play."

      Capsule for Root Double -Before Crime * After Days- Xtend Edition Root Double -Before Crime * After Days- Xtend Edition

      "Requires sustained attention to read and make choices; not suited for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      4

      "Emotional connection to characters and story fosters a sense of closeness and empathy."

      Capsule for Gone Home Gone Home

      "Emotional connection to characters and story creates a sense of closeness and empathy."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles; purely narrative-driven individual experience."

      Capsule for Serre Serre

      "No leadership or group management roles; purely narrative-driven individual experience."

    • Progression

      Game with the same Progression vibe

      2

      "Progression through story chapters and unlocking endings, but no item or power accumulation."

      Capsule for The 25th Ward: The Silver Case The 25th Ward: The Silver Case

      "Progression through story chapters and unlocking endings; no item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Some players find the story engaging and cathartic, but emotional intensity can cause tension."

      Capsule for Revenge on gold diggers Revenge on gold diggers

      "Some players find the story and music soothing, but emotional intensity and plot twists can create tension."

    • Sensation

      Game with the same Sensation vibe

      2

      "Artistic visuals and music provide sensory enjoyment, though some find voice acting and animation lacking."

      Capsule for A New Beginning - Final Cut A New Beginning - Final Cut

      "Visuals, music, and voice acting provide sensory enjoyment, though some find certain effects awkward."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition systems present."

      Capsule for The Rewinder The Rewinder

      "No social status or recognition systems present."

    • Story

      Game with the same Story vibe

      5

      "Core motivation is narrative immersion in a poignant, emotional, and philosophical story."

      Capsule for Lucy -The Eternity She Wished For- Lucy -The Eternity She Wished For-

      "Core motivation is narrative immersion with a complex, emotional, and lengthy story."

    • Strategy

      Game with the same Strategy vibe

      -2

      "Choice-based gameplay with limited strategic complexity; focus is on narrative impact."

      Capsule for The NOexistenceN of you AND me The NOexistenceN of you AND me

      "Choice-based gameplay involves limited strategic thinking; mostly linear narrative with branching paths."

    • Thrill

      Game with the same Thrill vibe

      3

      "Suspense and tension from unfolding mysteries and plot twists create emotional thrills."

      Capsule for Umineko When They Cry - Question Arcs Umineko When They Cry - Question Arcs

      "Emotional suspense and plot twists create a sense of thrill and anticipation."

    • Value

      Game with the same Value vibe

      3

      "Long playtime and multiple endings provide good value for price."

      Capsule for Mary Skelter: Nightmares Mary Skelter: Nightmares

      "Long playtime and multiple endings provide good value for price, though some criticize translation quality."

    • Violence

      Game with the same Violence vibe

      -5

      "No combat or destructive gameplay; focus on emotional and narrative content."

      Capsule for Z.A.T.O. // I Love the World and Everything In It Z.A.T.O. // I Love the World and Everything In It

      "No combat or destructive gameplay; focus on emotional and narrative content."

    • Survival

      Game with the same Survival vibe

      -5

      "No survival or threat avoidance mechanics; story is stable and character-driven."

      Capsule for CLANNAD CLANNAD

      "No survival or threat avoidance mechanics; story-driven visual novel."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Intimacy, Survival, Violence, Competition. Here, the score leans higher than usual among comparable games on Thrill. It leans lower than usual among comparable games on Exploration, Fellowship.

    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