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WILL: A Wonderful World / WILL:美好世界 similar games & best alternatives

WILL: A Wonderful World / WILL:美好世界

PC (Microsoft Windows) • 2017

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Quick resume

Become a god and help change the fate of people, even the world! In WILL: A Wonderful World, you will receive letters written by characters living in urban cities. By rearranging the order and combinations of sentences in these letters, you are going to alter the destiny of whomever that wrote them.

Global score

93/100

Genres

Adventure, Casual, Indie

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    Pros

    • Innovative gameplay mechanic of rearranging letters
    • Deep, emotionally engaging and diverse character stories
    • High-quality art and soundtrack
    • Multiple endings and replay value
    • Thought-provoking themes and narrative complexity

    Cons

    • Dark and disturbing content may be off-putting
    • Some puzzles rely on trial and error
    • Story pacing and ending can feel rushed or inconclusive
    • Lack of clear trigger warnings for sensitive topics
    • Repetitive gameplay elements towards the end

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players make meaningful choices for multiple characters, toggling traits to influence story outcomes, showing high control over narrative direction."

      Capsule for BAD END THEATER BAD END THEATER

      "Players have control over rearranging letters to change characters' fates, allowing meaningful decision-making and influence on story outcomes."

    • Competence

      Game with the same Competence vibe

      3

      "Puzzle solving and memory ordering require skill and thought, though some puzzles are simple or trial-and-error."

      Capsule for Nevermind Nevermind

      "The puzzle-like mechanic of rearranging sentences requires skill and logical thinking, though some puzzles can be trial-and-error."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal story progression and puzzle solving without competitive or ranked elements."

      Capsule for Figment 2: Creed Valley Figment 2: Creed Valley

      "Focus is on personal story progression and puzzle solving without competitive or ranked elements."

    • Continuation

      Game with the same Continuation vibe

      3

      "Many players report being engaged for long sessions and multiple playthroughs to explore different endings and character stories."

      Capsule for Tavern Talk - A Cozy Visual Novel Tavern Talk - A Cozy Visual Novel

      "Players report being emotionally engaged and spending many hours exploring multiple endings and story branches."

    • Cooperation

      Game with the same Cooperation vibe

      -5

      "The game is a single-player visual novel with no multiplayer or cooperative gameplay elements."

      Capsule for Hustle Cat Hustle Cat

      "The game is a single-player visual novel experience with no multiplayer or cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      4

      "Players creatively experiment with dialogue choices and timing to alter story outcomes and explore multiple narrative branches."

      Capsule for Elsinore Elsinore

      "Unique mechanic of rearranging text to alter story outcomes encourages creative problem solving and narrative exploration."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control over other players; interactions are narrative and individual."

      Capsule for Midnight Protocol Midnight Protocol

      "No evidence of exerting control over other players; interactions are individual and narrative-driven."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game to immerse in a dark, psychological story, escaping real life through narrative and atmosphere."

      Capsule for Angels of Death Angels of Death

      "Players use the game to immerse themselves in fictional stories, often dark and emotionally intense, providing escape from reality."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest in story and gameplay; no indication of obligation or external pressure."

      Capsule for Asbury Pines Asbury Pines

      "Players engage voluntarily out of interest in narrative and gameplay; no indication of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

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

      Capsule for Who Is Mike - A Visual Novel Who Is Mike - A Visual Novel

      "Encourages trying different sentence arrangements and exploring multiple story outcomes and endings."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players discover new story branches and endings, uncovering hidden narrative details."

      Capsule for My name is You and it's the only unusual thing in my life My name is You and it's the only unusual thing in my life

      "Players discover new story branches, character arcs, and hidden endings through rearranging letters."

    • Expression

      Game with the same Expression vibe

      -5

      "No character customization or avatar personalization; presentation is standardized."

      Capsule for STAR WARS™ SHADOWS OF THE EMPIRE™ STAR WARS™ SHADOWS OF THE EMPIRE™

      "No customization or avatar personalization; presentation is standardized visual novel format."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Incorporates supernatural elements and imaginative fiction blended with realistic settings."

      Capsule for A Space For The Unbound - Prologue A Space For The Unbound - Prologue

      "Involves imaginative fiction with gods altering fate and supernatural elements, though grounded in realistic human drama."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Primarily a solitary experience with minimal social interaction or community involvement described."

      Capsule for Hello Charlotte EP3: Childhood's End Hello Charlotte EP3: Childhood's End

      "Primarily a solitary experience with minimal social interaction or community involvement described."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop puzzle-solving skills and engage with complex narrative themes."

      Capsule for Evan's Remains Evan's Remains

      "Players develop puzzle-solving skills and gain insight into complex narratives and character development."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity involved; sedentary gameplay typical of visual novels."

      Capsule for Endless Monday: Dreams and Deadlines Endless Monday: Dreams and Deadlines

      "No physical activity involved; sedentary gameplay typical of visual novels."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention to explore and solve puzzles; not designed for casual or background play."

      Capsule for Don't Knock Twice Don't Knock Twice

      "Requires focused attention to read and solve puzzles; not designed for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -3

      "Limited emotional connection focused on characters but minimal social interaction or relationship building with others."

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

      "Emotional connection to characters is strong but social or interpersonal player relationships are minimal."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management roles; single-player narrative focus."

      Capsule for Fears to Fathom - Norwood Hitchhike Fears to Fathom - Norwood Hitchhike

      "No leadership or group management roles; single-player narrative focus."

    • Progression

      Game with the same Progression vibe

      3

      "Players unlock multiple endings and story branches, progressing through narrative and gameplay challenges."

      Capsule for Not For Broadcast Not For Broadcast

      "Players unlock multiple endings and story branches, progressing through character arcs and narrative revelations."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "While some find the story immersive, the dark and intense themes create tension rather than relaxation."

      Capsule for Togainu no Chi ~Lost Blood~ Togainu no Chi ~Lost Blood~

      "While some find it immersive and engaging, the dark themes and emotional intensity create tension rather than pure relaxation."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable art and music provide sensory stimulation, though gameplay is text and choice based."

      Capsule for The Fermi Paradox The Fermi Paradox

      "Enjoyable music and art provide sensory stimulation, though the experience is mostly text-based and contemplative."

    • Status

      Game with the same Status vibe

      -5

      "No social status or recognition systems; achievements are personal and narrative-driven."

      Capsule for REFLEXIA Prototype ver. REFLEXIA Prototype ver.

      "No social status or recognition mechanics; achievements are personal and narrative-focused."

    • Story

      Game with the same Story vibe

      5

      "Narrative immersion is central, with deep character development, emotional storytelling, and plot twists."

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

      "Narrative immersion is central, with interwoven character stories, plot twists, and emotional engagement."

    • Strategy

      Game with the same Strategy vibe

      3

      "Requires logical thinking and planning to arrange story elements to meet puzzle goals."

      Capsule for Storyteller Storyteller

      "Requires logical thinking and planning to rearrange sentences and solve puzzles affecting story outcomes."

    • Thrill

      Game with the same Thrill vibe

      2

      "Emotional highs and lows create suspense and tension, but gameplay is low risk."

      Capsule for Seduce Me 2: The Demon War Seduce Me 2: The Demon War

      "Emotional highs and lows create suspense and tension, though gameplay risk is low."

    • Value

      Game with the same Value vibe

      4

      "Players report high value for time spent due to story depth, length, and emotional engagement."

      Capsule for Demons Roots Demons Roots

      "Players report high value for time spent due to unique gameplay, story depth, and emotional impact."

    • Violence

      Game with the same Violence vibe

      2

      "Contains gore and violent themes but violence is narrative-driven rather than gameplay focus."

      Capsule for Sally Face - Episode One Sally Face - Episode One

      "Game depicts violent and disturbing themes narratively but player actions focus on story alteration rather than violence."

    • Survival

      Game with the same Survival vibe

      1

      "Some narrative elements involve danger and threat, but gameplay is not focused on survival mechanics."

      Capsule for Scarlet Hollow Scarlet Hollow

      "Some storylines involve characters avoiding death or harm, but gameplay is narrative and puzzle-based rather than survival-focused."

    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 Creativity, Experimenting. 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