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Who Is Mike - A Visual Novel

PC (Microsoft Windows), Mac, Linux • 2015

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Quick resume

You wake up with an aching head and the world out of focus. In front of you is a man accusing you of being “fake”. He looks exactly like you, down to the last scar and pimple, has the same memories, the same voice and the same personality. But who is lying and who is telling the truth? Who is fake and who is real?

Global score

91/100

Genres

Casual, Indie, Role-playing (RPG), Simulator, Visual Novel

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    Pros

    • Intriguing and suspenseful story with multiple endings
    • High-quality art and atmospheric music
    • Free to play
    • Replayability encouraged by branching choices
    • Short and accessible for newcomers to visual novels

    Cons

    • Very short gameplay length
    • Some endings feel inconsistent or confusing
    • Limited interactivity beyond choice selection
    • No achievements or social features
    • Repetitive dialogue when replaying

    Motivations

    • Autonomy

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    • Competence

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      "The game involves decision-making and narrative exploration but lacks skill-based challenges or tests of technical ability."

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    • Competition

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      "No evidence of competitive elements; focus is on personal story exploration."

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      "No evidence of competitive elements; focus is on personal story exploration without comparison to others."

    • Continuation

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      "Multiple endings and secrets encourage replayability and habitual engagement despite short playtime."

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      "Multiple endings encourage replaying to discover all outcomes, promoting habitual engagement despite short playtime."

    • Cooperation

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      "Single-player experience with no cooperative or multiplayer features."

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    • Creativity

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      3

      "Players creatively explore different story paths and endings, though within a structured narrative framework."

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    • Domination

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      "No social dominance or power exertion elements present."

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      "No social dominance or power exertion elements present."

    • Escapism

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      4

      "The immersive historical setting and suspenseful story provide a strong escape from real life."

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      "The mysterious and suspenseful story provides an immersive escape from reality."

    • Expectation

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      -4

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

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      "Players engage voluntarily out of interest in mystery and narrative, not obligation."

    • Experimenting

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      4

      "Encourages trying different choices and exploring various story paths and endings."

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      "Encourages trying different choices and endings, exploring various story possibilities."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players uncover secrets, clues, and multiple endings, fostering curiosity-driven discovery."

      Capsule for Cooking Companions: Appetizer Edition Cooking Companions: Appetizer Edition

      "Players discover multiple endings and story branches, satisfying curiosity-driven discovery."

    • Expression

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      -5

      "No character customization or self-expression features; presentation is standardized."

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      "No character customization or self-expression features; presentation is standardized."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "The story involves supernatural elements, psychological horror, and fictional mysteries."

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      "The story involves supernatural and psychological thriller elements, engaging imaginative fiction."

    • Fellowship

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      "No social or community features; experience is solitary."

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    • Growth

      Game with the same Growth vibe

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      "Players learn story details and solve simple puzzles, gaining narrative insight."

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      "Players learn story details and puzzle out mysteries, offering some cognitive development."

    • 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

      -3

      "Requires focused reading and decision-making, not suited for passive or background play."

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      "Requires focused reading and decision-making; not suited for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      1

      "Some emotional engagement with characters, but limited to narrative interactions."

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      "Some emotional engagement with characters, but limited to narrative interaction without social bonding."

    • Leadership
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      No nearest game available

    • Progression

      Game with the same Progression vibe

      2

      "Progression occurs through narrative advancement and unlocking endings rather than item or power accumulation."

      Capsule for The Hungry Lamb: Traveling in the Late Ming Dynasty The Hungry Lamb: Traveling in the Late Ming Dynasty

      "Progression occurs through unlocking multiple endings and story outcomes rather than item or power accumulation."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "The game balances tension and flow with moments of calm deduction and some narrative suspense."

      Capsule for TR-49 TR-49

      "The game balances tension and narrative flow but includes suspenseful and unsettling moments."

    • Sensation

      Game with the same Sensation vibe

      2

      "Atmospheric music and art provide sensory stimulation"

      Capsule for Sweetest Monster Sweetest Monster

      "Atmospheric music and art provide sensory stimulation enhancing emotional experience."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems."

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      "No social recognition or status systems."

    • Story

      Game with the same Story vibe

      5

      "Strong narrative focus with immersive storytelling and multiple endings."

      Capsule for Love, Sam Love, Sam

      "Strong narrative focus with multiple endings and immersive storytelling."

    • Strategy

      Game with the same Strategy vibe

      1

      "Some decision-making involved but limited strategic complexity or problem solving."

      Capsule for The Hungry Lamb: Traveling in the Late Ming Dynasty The Hungry Lamb: Traveling in the Late Ming Dynasty

      "Some decision-making required but limited strategic depth or complex problem solving."

    • Thrill

      Game with the same Thrill vibe

      4

      "Psychological thriller elements create suspense and tension."

      Capsule for Erica Erica

      "Suspenseful thriller elements create tension and emotional excitement."

    • Value

      Game with the same Value vibe

      5

      "Free game with high-quality art, music, and story provides excellent value for time invested."

      Capsule for PRICE PRICE

      "Free game with high-quality art, music, and story provides excellent return on time investment."

    • Violence

      Game with the same Violence vibe

      3

      "Contains graphic violence and body horror as part of the narrative and atmosphere."

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    • Survival

      Game with the same Survival vibe

      2

      "Story involves avoiding bad endings and death through choices, but no real-time survival mechanics."

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    Analysis

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

    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