
Time is on your hands! Challenge yourself in this strategy puzzle game where you move a ball to its destination through a grid. Plan your movements, interact with different balls and become a master of your own Line Time.
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About
Line Time’s only goal is to push the ball to its destination. Sounds easy, right? Then buckle up, because you’re in for a real challenge.
Choose between up to five directions to move the ball: up, down, left, right and stop. Arrange your movements in the correct order and see how the ball reacts to your commands in a turn-based environment.
To make things more interesting, Line Time features more than one ball on some levels to add complexity and flexibility to its levels. Keep in mind the movements that will happen when the balls collide and plan your strategy accordingly.
Master conveyor belt mechanics that will move your ball in certain directions. These conveyor belt boxes have their own timelines, so you will have to carefully plan how they affect your sequence of actions.
Enjoy more than 200+ levels where you will be tested. Line Time doesn’t feature filler levels: once you learn the basic mechanics, you will face real challenges immediately.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Spanish - Spain, Russian, Japanese, Portuguese - Portugal, Korean
Engagement
Hours played at review time, across 33 reviews with recorded playtime.
Reviews
[h1] 极简烧脑,解谜新挑战! [/h1] 《Line Time》是一款基于“时间轴”概念的解谜游戏,玩家需通过编程式指令控制小球移动,解开各种谜题。游戏设计极简,专注于谜题挑战,为玩家带来纯粹的解谜体验。 [h1] 核心玩法 [/h1] 玩家利用“上”、“下”、“左”、“右”及“静止”五种指令,规划小球移动顺序,使其顺利到达终点。游戏包含200+关卡,难度逐渐提升,挑战玩家的智慧与耐心。同时,游戏还加入了传送带、传送门等机制,增加了玩法的复杂度,为解谜思路打开了新的突破口。玩家还可以同时操纵两个小球相撞产生额外位移,带来更加灵活多样的移动策略。 [h1] 总结 [/h1] Line Time以其独特的玩法和极具挑战性的关卡设计,为玩家提供了一个既烧脑又有趣的解谜体验。无论是寻找正确的思路,还是在不断变化的关卡中解开暗藏玄机的谜题,都能让玩家在解谜的盛宴中享受豁然开朗的喜悦。 [quote]关注「 [url=https://store.steampowered.com/curator/44066492//]来者不拒鉴游组」 [/url] [/quote] [u][b] 做最真实的评测,用心为玩家推荐 [/b][/u]
虽然是一个独立小游戏,画面比较简单音乐简陋,但是整体设计非常完整。 从简单到难,每个级别新增额外的玩法,难度曲线很好。是个值得推荐的小品级益智游戏。 可以想象到过阵子就有抄袭玩法的黄油面世了。建议开发商申请一下专利。
[h1]《Line Time》:爽感来源自不断的思考和尝试[/h1] 先说句题外话,之前在国行NS上面体验过其独占作品“扣叮”(其中“扣叮”对应的就是coding),本作带给笔者的感觉也是很相像,都是主打编程向的益智类游戏,当然,本作其实在风格方面更有星际的感觉,而且对于小球移动、地图等等要素而言也是更加直观,而且很有科幻的风格——这也对得上编程这个要素,当然本作也是很锻炼玩家的编程思维能力和策略能力,而且自身难度也不高,同时也有一些有意思的其它机制,也可以说是寓教于乐了。 [h2]游戏很简单,真的[/h2] 玩家现在要做到的其实也很简单,就是操作时间轴,玩家需要预先给出指令,也就是上下左右和静止,根据这个指令,小球会进行相应的移动,听起来的确很简单是吧,的确,本作的上手门槛可以说是尽量降低了,也给予了玩家不小的自由度,去编想接下来的移动策略,但是本作也有着不一样的机制,那就是要操纵不同的小球到达目的地,而有意思的是,本作也有着两球相撞产生位移的机制,这也让本作的机制变得更加多元化,移动方式着实是丰富了许多,玩家需要思考的也是多了一些。 [h2]爽感来源自不断的思考和尝试[/h2] 同时,本作在时间轴方面,又有个“传送带”的机制,也就是到达指定地区,可能会有不一样的效果,所以说玩家也需要相应地根据此处规划自己接下来的行动顺序,但是本作有有着很多不一样的机制,说白了,本作的玩法很简单,让小球到该到的目的地就好,但是本作也不简单——毕竟你也不知道接下来等着你的是怎么样有意思的道具给你出难题(比如可能会遇到rotate,或者是风等等),本作也有着许多解谜思维很独特的地方,这也需要玩家形成足够丰富的空间想象能力,的确很有挑战,也属实是酣畅淋漓了。 [quote]点击关注「 [url=https://store.steampowered.com/curator/41448772//]三言两语评测」→ [/url]简洁的语言,实用的内容 [/quote]
非常好玩,第一次是在核聚变上玩到的。比起试玩版,正式版的难度曲线要顺畅很多,应该是花了大功夫了 美中不足的是如果能加入debug中的步进功能就更好了,关卡复杂起来之后经常容易有脑子跟不上眼睛的情况,需要重复很多次才能调好。如果有步进播放,甚至步进中可以调整后续指令,游玩应该会更加流畅
Line Time begins with a premise that feels almost disarmingly simple: move a ball across a grid and deliver it safely to the goal. There are no characters, no backstory, and no narrative setup—just a clean, abstract space waiting to be solved. Yet from the very first stages, it becomes clear that the game’s restrained exterior hides a puzzle system built on precision, foresight, and incremental complexity. What looks like a minimalist logic toy gradually evolves into a substantial test of planning and spatial reasoning, rewarding players who enjoy thinking several steps ahead and refining solutions through trial, error, and insight. The game’s core mechanic revolves around issuing a sequence of directional commands before the ball begins moving. Instead of reacting in real time, you must commit to a plan and then watch it unfold, adjusting your approach each time the outcome fails to align with your intention. This creates a strategic rhythm that leans heavily on mental visualization. Early levels ease players in with simple paths and straightforward obstacles, but as the game progresses, the logic becomes layered. Conveyors shift your momentum, multiple balls move simultaneously, walls channel movement in unexpected ways, and timing becomes one of the most important variables to manage. A single misjudged step can send the ball into a dead end or collision, forcing you to rethink your entire sequence. This "plan first, watch second" structure gives Line Time a unique appeal within the puzzle genre. Many puzzle games rely on steady reaction or repeated active manipulation, but here, the emphasis is on constructing a correct chain of decisions before a single move is made. The sense of satisfaction comes from watching a carefully assembled plan play out smoothly after a series of failed experiments. Each level becomes a small engineering project: you predict how various components—conveyors, switches, moving obstacles, or multiple balls—will interact, and then work backward from the goal to determine the correct steps. This makes the game feel both meditative and mentally stimulating, striking a balance between calm problem-solving and the tension of hoping your sequence executes exactly as intended. Visually, Line Time embraces a stark, uncluttered aesthetic. The grids are crisp, the movement icons clean, and the level layouts easy to parse at a glance. The minimal presentation serves a purpose: it keeps the cognitive load focused entirely on problem-solving rather than visual noise. It’s the kind of design where every square, symbol, and pathway matters, and clarity is essential. This simplicity also makes Line Time ideal for short puzzle sessions, whether you’re tackling a difficult stage for half an hour or clearing multiple easier ones in a few minutes. The design supports both concentrated thinking and casual play. The game’s longevity comes from the impressive number of levels—well over two hundred—which steadily build on earlier mechanics while introducing new wrinkles at a measured pace. Each new mechanic expands the game’s puzzle vocabulary, allowing the designers to craft later puzzles that feel layered and intricate without becoming overwhelming. The gradual escalation keeps the experience fresh for quite some time, especially for players who appreciate deliberate, logic-driven challenge. Despite its strengths, Line Time’s minimalist structure means it won’t appeal equally to all puzzle fans. Because the game relies on pre-planned sequences rather than real-time correction, some levels can slip into trial-and-error territory, especially when timing between multiple moving balls becomes delicate. A solution that seems theoretically sound may fall apart due to an unexpected interaction, forcing players to redo long sequences from scratch. Depending on your mindset, this can feel either like a satisfying part of the learning curve or an unnecessary complication. Similarly, the lack of narrative hooks or progression systems beyond unlocking new levels means that motivation must come from the joy of solving puzzles alone. Taken on its own terms, however, Line Time succeeds as a focused, elegant puzzle experience that respects the player’s intelligence and patience. It offers a large collection of carefully crafted challenges, a clean interface, and a planning-centric approach that distinguishes it from more reflexive or flashy puzzle games. For those who enjoy methodical reasoning, incremental mastery, and puzzles that reward careful observation, Line Time delivers a satisfying and thoughtfully designed journey across its steadily expanding grid of challenges. Rating: 7/10
空间站小球编程走路游戏
个人进度(仅用于本文阅读参考):白金 个人主观评分:3.5/5 (后续部分关卡设计刻意-0.5) 整体:执行规划+抽象代数+递归+模拟 特点:锻炼思维,但又有很多捷径可走,就看你走不走了,走未必IQ>=180,不走也未必IQ<180(一本正经瞎说八道hhh) 白金技巧:简单关直接模拟分析路线一次过,常见结构揣测作者意图(如对角碰撞、多利用关卡特殊结构),复杂关卡确定能确定的然后枚举,不行就推翻重来。
之前BW看到就很感兴趣了,游戏确实很有意思。
非常好玩 使我的脑瓜子旋转
LineTime,一款规则简单,花样颇多,难度适中的解谜游戏。 刚开始玩的时候:“这是什么儿童益智游戏吗?” 玩了半小时之后:“这游戏还是有点难度的。” 半夜十一点半:“解出这一关之后就真的先不玩了,早该准备睡觉了” 游戏的玩法描述起来非常简单,让小球按预定的步骤移动,移动完之后能够位于指定的位置。乍看之下玩法非常简单,难度也不像很高的样子,实际上玩起来非常上头,经常想着想着就好几分钟甚至十几分钟过去了。 游戏在设计上,通过增加许多其他玩法、规则来增加解谜难度。譬如第二关会有的方向标,能够在小球移动后再按方向标的力量前进;第三关的传送门,能够让小球远距离移动;第四关的循环操作等。当然最要命的是,球的数量增加。一个球不管怎么增加规则都难不了多少,而两个球的难度就会呈几何倍增加。需要通过球与球之间的碰撞,撞击移动到指定位置。球的碰撞是本游戏的重要玩法,在目前的游玩过程中,至少80%以上的关卡都要通过碰撞来解决问题。碰撞再结合上前面提到的其他玩法,就变得非常烧脑,经常会出现大脑不够用的情况。不过很多时候,即便你自己主动思考没有意识到什么,潜意识里也会有一种指引,让你把这几个步骤换一下试试。所以经常在我自己都没有明白球的运行步骤的时候就通过了。 不过游戏有一点局限性,成也步骤,败也步骤。许多关卡内某一行只有一个指令,这种情况下基本上很快就能分析出是哪一个指令(可能有点让人听不懂,玩过的应该明白),还有就是,突破在新规则,受限于新规则。就拿前面提到的指示牌来说,虽然增加了游戏的可玩性和难度,但是也从别的方面降低了难度,就像是一个官方提示,告诉你必须要在第几步到这一个点,然后再到终点。 作为一个解谜游戏来说,确实很不错了。游戏内有三十多个大关,每个大关里又有几十个小关,这个价位也称得上是实惠量大,还是非常推荐购入的。 [quote]漫话漫谈,期待关注:[url=https://store.steampowered.com/curator/44551694/]写生漫话家[/url] ←节约宝贵时间,阅读省流测评~ 欢迎加入漫话家的大家庭:[url=https://steamcommunity.com/groups/14030826]写生漫话家[/url]←共同探讨游戏中的精彩片段,向玩家展现第九艺术的魅力~ 感谢你的阅读,觉得还行的话,希望点个赞~[/quote]
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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