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TTV2 similar games & best alternatives

TTV2

PC (Microsoft Windows), Nintendo Switch, Linux • 2017

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Quick resume

TTV2 is an arcade retro hardcore maze wanderer minigame, sequel to Trip to Vinelands.

Global score

87/100

Genres

Action, Indie, Strategy, Arcade, Puzzle

Similar games

    Pros

    • Challenging and skill-based gameplay
    • Fast-paced and intense experience
    • Unique visual and audio style
    • Good value for price
    • High replayability for mastery seekers

    Cons

    • Limited variety and repetitive levels
    • Minimal narrative or progression depth
    • No multiplayer or social features
    • Can be frustrating due to difficulty
    • Lack of customization or creative elements

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players control precise movements and timing to navigate levels, requiring personal skill and decision-making."

      Capsule for Blaite Blaite

      "Players control their movement freely to navigate through levels, requiring personal decisions on timing and direction."

    • Competence

      Game with the same Competence vibe

      4

      "The game is challenging, requiring quick reflexes and skillful aiming; players report a steep difficulty curve and rewarding mastery."

      Capsule for QUICKERFLAK QUICKERFLAK

      "The game is challenging and tests player skill, reflexes, and memorization, rewarding mastery and precision."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal achievement and completion rather than direct competition or leaderboards."

      Capsule for Bloo Kid 2 Bloo Kid 2

      "Focus is on personal achievement and progression rather than direct competition or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report habitual play, repeated runs, and desire to improve and explore more"

      Capsule for Dark Devotion Dark Devotion

      "Players often engage in repeated runs and attempts to improve, showing habitual play and replayability."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "The game is a single-player experience with no cooperative or multiplayer elements."

      Capsule for Sayonara Wild Hearts Sayonara Wild Hearts

      "The game is a single-player experience with no cooperative or multiplayer elements."

    • Creativity

      Game with the same Creativity vibe

      -4

      "Gameplay involves dodging preset obstacles with minimal variation; no building or customization is present."

      Capsule for Linea, the Game Linea, the Game

      "Gameplay follows a fixed pattern of dodging obstacles with minimal customization or creative input."

    • Domination

      Game with the same Domination vibe

      -5

      "No elements of exerting control over others; purely individual challenge."

      Capsule for Dungeon Escape Dungeon Escape

      "No elements of exerting control over others; purely individual challenge."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a fast-paced, intense distraction and stress relief from real life."

      Capsule for RIVE RIVE

      "Players use the game as a fast-paced distraction and stress relief, escaping real-life concerns."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for intrinsic enjoyment and challenge, not out of obligation."

      Capsule for Slipways Slipways

      "Players engage voluntarily for intrinsic enjoyment and challenge, not out of obligation."

    • Experimenting

      Game with the same Experimenting vibe

      -2

      "Gameplay is repetitive with limited novelty or exploration of mechanics."

      Capsule for BEHEMOTH BEHEMOTH

      "Gameplay is largely repetitive with limited novelty, though some players explore patterns and timing."

    • Exploration

      Game with the same Exploration vibe

      -3

      "Levels are mostly similar and repetitive; limited discovery or new areas."

      Capsule for 12 Labours of Hercules 12 Labours of Hercules

      "Levels are mostly variations on known patterns with limited discovery or new areas."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or personalization options."

      Capsule for MOMO.EXE MOMO.EXE

      "No character customization or visual personalization options."

    • Fantasy

      Game with the same Fantasy vibe

      1

      "Abstract and surreal setting with a stylized character, but no deep narrative or roleplaying."

      Capsule for Trip to Vinelands Trip to Vinelands

      "Abstract and stylized setting with a surreal protagonist, but minimal narrative or roleplay."

    • Fellowship

      Game with the same Fellowship vibe

      -5

      "No social or community features; purely solo play."

      Capsule for CARRION CARRION

      "No social or community features; purely solo play."

    • Growth

      Game with the same Growth vibe

      3

      "Players improve skills and timing through repeated attempts and learning level layouts."

      Capsule for Mechanic Escape Mechanic Escape

      "Players improve skills and mastery through repeated attempts and learning level patterns."

    • Health

      Game with the same Health vibe

      -5

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

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

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

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and continuous engagement due to fast-paced gameplay."

      Capsule for Lethal League Blaze Lethal League Blaze

      "Requires focused attention and continuous engagement due to fast-paced, punishing gameplay."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No social or emotional connections formed through gameplay."

      Capsule for Nodebuster Nodebuster

      "No social or emotional connections formed through gameplay."

    • 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

      2

      "Progression through levels and achievement collection provides a sense of advancement."

      Capsule for aMAZE aMAZE

      "Progression is measured by advancing through levels and achieving completion milestones."

    • Relaxation

      Game with the same Relaxation vibe

      -3

      "Gameplay is tense, fast, and challenging, creating sustained pressure rather than relaxation."

      Capsule for Aliens versus Predator Classic 2000 Aliens versus Predator Classic 2000

      "Gameplay is tense and stressful rather than relaxing, with high pressure and rapid pace."

    • Sensation

      Game with the same Sensation vibe

      3

      "Vibrant visuals, fast movement, and energetic soundtrack provide strong sensory stimulation."

      Capsule for Ratz Instagib Ratz Instagib

      "Strong sensory stimulation from intense visuals and dynamic, heavy soundtrack."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or ranking systems; achievements are personal."

      Capsule for Ultrawings Ultrawings

      "No social recognition or ranking systems; achievements are personal."

    • Story

      Game with the same Story vibe

      -4

      "Minimal narrative or plot; gameplay is context-free and focused on mechanics."

      Capsule for Max Manos Max Manos

      "Minimal narrative or plot; gameplay is context-free and abstract."

    • Strategy

      Game with the same Strategy vibe

      2

      "Requires timing and pattern recognition but limited complex planning or problem solving."

      Capsule for Melatonin Melatonin

      "Requires quick thinking and pattern recognition, but limited long-term planning or complex problem solving."

    • Thrill

      Game with the same Thrill vibe

      4

      "High tension and suspense from fast-paced, punishing gameplay and risk of failure."

      Capsule for 64.0 64.0

      "High suspense and tension from fast-paced, punishing gameplay and risk of instant failure."

    • Value

      Game with the same Value vibe

      4

      "Players generally perceive good value for the low price and amount of gameplay."

      Capsule for Fidget Spinner Fidget Spinner

      "Players perceive good value for the low price and short, intense gameplay sessions."

    • Violence

      Game with the same Violence vibe

      3

      "Gameplay involves combat with enemies and environmental hazards causing character deaths."

      Capsule for 1001 Spikes 1001 Spikes

      "Gameplay involves avoiding deadly hazards and instant death, implying violent consequences."

    • Survival

      Game with the same Survival vibe

      4

      "Core gameplay revolves around avoiding death and surviving increasingly difficult enemies."

      Capsule for In Death In Death

      "Core gameplay revolves around avoiding death and surviving through increasingly difficult levels."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Creativity, Exploration, Expression, Story. It leans lower than usual among comparable games on Relaxation, Competition, Experimenting.

    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