
A console-style RPG featuring a colorful cast of characters, unique battle and level-up systems, quick 2D platforming action, and an original, fantastical story about friendship, faith, and finding your place in the world.
Modeled estimate, not a reported figure. How we estimate →
About






Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
+ unique combat mechanics + extremely high skill ceiling - a mix between turn based and action combat + skill tree +/- all items are consumable and have multiple uses (building skill-tree, training (permanent improvements), special effects during next combats etc) +/- action part of the combat is very demanding and requires very good memory on what exactly skills do to chain them properly - controls - initial state in combat depends on positioning of all three characters outside of combat - for most fighting it's determines how well it will go - you have to move all three characters outside of combat constantly, it's very annoying and feels like constant busywork - fights are very repetitive, at least - respawning enemies (especially when you have to go through the same location twice) - bug, which seems to have hardlocked me in the Blanket area (~40% of story done?) because I pushed a stone slab too far and I cannot push it back Up to this point there hasn't been much of an interesting story and combat, while deep, is also repetitive and boring (constantly using the same skills). I can imagine it could get much better, but I am not going to slog through the same multiple hours on the chance that it will. Overall the experience was bad.
[h2]Un Mundo de Bestias, Dragones y Humanos[/h2] [b]Introducción[/b] The Tenth Line es un RPG indie desarrollado por Sungazer Software que combina elementos de plataformas, combate por turnos y un estilo visual inspirado en los clásicos de los 90. Con un enfoque en la narrativa, este juego ofrece una experiencia única para los fanáticos del género, con un énfasis en la estrategia y la gestión de recursos. [b]Historia y Personajes[/b] El juego sigue la historia de una princesa que huye de sus perseguidores y forma un equipo improbable con personajes carismáticos. La trama se desarrolla a través de diálogos bien escritos y una narrativa intrigante, aunque puede sentirse algo predecible en ciertos momentos. Los personajes son el alma del juego, con personalidades bien definidas que se desarrollan a lo largo de la historia, lo que mantiene al jugador interesado en su destino. [b]Jugabilidad[/b] La jugabilidad de The Tenth Line es una mezcla interesante de géneros. Las secciones de plataformas permiten la exploración y la resolución de puzles, mientras que el combate por turnos introduce un sistema basado en la estrategia y la gestión de habilidades. El sistema de combate es profundo y recompensa la planificación, aunque puede resultar un poco complicado para los jugadores nuevos en el género. La curva de aprendizaje es pronunciada, pero una vez dominada, ofrece una satisfacción considerable. [b]Gráficos y Estilo Visual[/b] El estilo visual del juego es una reminiscencia de los clásicos juegos de rol de los años 90, con gráficos en 2D y animaciones detalladas. La dirección artística es colorida y vibrante, y aunque no es lo más impresionante en términos técnicos, su encanto radica en su simplicidad y coherencia estética. Los fondos y escenarios están bien diseñados, transportando al jugador a un mundo de fantasía lleno de vida. [b]Música y Sonido[/b] La banda sonora de The Tenth Line es otro de sus puntos fuertes. Compuesta por pistas que complementan perfectamente la atmósfera del juego, la música varía desde temas relajantes durante la exploración hasta composiciones más intensas durante las batallas. Los efectos de sonido también están bien logrados, aunque no destacan tanto como la música. [b]Duración y Rejugabilidad[/b] El juego tiene una duración considerable para un título indie, con una campaña que puede durar entre 20 y 30 horas dependiendo del estilo de juego y el enfoque en completar todas las misiones secundarias. La rejugabilidad es moderada, con algunas decisiones que pueden cambiar ligeramente el desarrollo de la historia, así como la posibilidad de explorar nuevas estrategias en el combate. [b]Conclusión[/b] The Tenth Line es un juego que se destaca por su combinación única de géneros y su enfoque en la narrativa y la estrategia. Aunque tiene algunos puntos débiles, como una curva de aprendizaje pronunciada y una historia que a veces cae en clichés, su encanto radica en su estilo visual, música y profundidad en el combate. Es un título recomendable para los fanáticos de los RPGs que buscan algo diferente y que estén dispuestos a invertir tiempo en dominar sus mecánicas. [b]Pros:[/b] -Personajes carismáticos y bien desarrollados. -Sistema de combate estratégico y desafiante. -Estilo visual y música que evocan nostalgia. [b]Contras:[/b] -Curva de aprendizaje pronunciada. -La historia puede ser predecible en algunos puntos. -Gráficos simples que pueden no atraer a todos. En resumen, The Tenth Line es una joya indie que, aunque no es perfecta, ofrece una experiencia RPG enriquecedora y nostálgica que vale la pena explorar. [code] [h2]Mentor/Curator:[/h2] https://store.steampowered.com/curator/32511459-GarsupialGames/ [/code]
TTL is a wonderful game that makes me very nostalgic for the golden age of the Jrpg era on the PlayStation 1. In that era, a lot of games followed certain aesthetics and musical styles while experimenting with the gameplay. And like that era, this made games unique but there were also flaws when trying something new. TTL is great with writing, character portrayal, world building and soundtrack. You often even have different dialogues depending on the character you’re controlling. The gameplay (on the second difficulty level) is very entertaining. I love the way character progression is handled (similar to Final Fantasy X), the mix of platforming, the battle system that has some Valkyrie Profile elements and there is even a fantastic card mini-game very similar to Final Fantasy VIII. I love the character specific cards and collecting all 45 of them for the achievement. The graphics look very charming and appealing in motion. Which might be a surprise because of the way the UI looks, it doesn’t fit with the graphics much imo. I thought the game looked ugly in screenshots, until I played the game. But that’s the game’s least worries anyway. The main two are some tedious platforming sections and not being able to save whenever you want. With the first one, I don’t mind controlling characters individually to reach the other side. It is however annoying that you have to try again when you fall, when a snow storm drops you etc. There are some punishing sections, especially the snow area. Saving is only allowed at specific save points. Now, normally this isn’t a big deal when you get a save point every time you reach the next area. But all the enemies return when you save, so you can’t kill some and then save. You have to press on if you want to make some progress. Coupled with the tedious platforming sections, I was forced to leave the game on on a couple occasions. It’s not a game you can play for a bit and leave whenever you like, you have to reserve some time and commit to it. Even with those flaws, the journey was absolutely worth it. I highly recommend the game for Jrpg fans, especially fans of the PlayStation 1 era. The normal price of €8 is very fair and it’s even on sale often for around 90% off. It took me around 25 hours to complete the game, get all the achievements and do all side quests. The achievements are very doable if you’re invested in the game, most of them come naturally.
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The Tenth Line is a really badly made console (PS4) ported JRPG made for furries, by furries. The game eschews traditional JRPG combat mechanics for a mobile app like tile dropping mess that doesn't really work... a lesson for developers everywhere, just because an idea is slightly more unique, doesn't mean it's a good idea. So you have bad writing, bad/mismatched graphics, some of the worst controls I've ever seen on a game, bad combat, and furries. This is not a game for playing, it's a game for putting in the flaming dumpster where it belongs. With maybe a bit of petrol splashed on it to make absolutely sure. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. The most notable thing about this is just how godawfully bad the console port is. It's really one of the laziest, worst console ports I've ever seen. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics, but only for some elements like the character art. This sticks out like a sore thumb... it comes across as technical incompetence. Did they just want the characters to look crap and nothing else? The whole thing looks bad as a result. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. So while lazy, low quality pixel "art" has been used, making the game look bad, many elements of the game aren't done with pixelcrap... which accomplishes a couple of things. First, it shows the developers perhaps could have done better and they knew it, so that's a major screwup. Secondly, it destroys any hopes the developer had of creating a "retro aesthetic" as their excuse for the lazy pixelart compromise... It looks completely inauthentic from a retro gaming perspective. Visually, this is a hamfisted mess, a dogs breakfast of bad visuals, and this kind of laziness and poor quality should never be foisted on gamers. While there are options to change the resolution for the game, all this does is scale up the simplistic 2D art assets used to make the game, which makes little or no difference to the graphics quality. Without any other substantial graphics tweaks, it's not possible for gamers to improve the lacklustre 2D visuals. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, left handed gamers or gamers using AZERTY or other international keyboard layouts. To make matters worse, there's no mouse input, despite this being sold on PC as if it were a PC game. This is unacceptable and somewhat insulting to PC gamers. It's a good demonstration of the poor attitude the developer has towards PC gamers, and this attitude has resulted in yet another defect in this game. Because this is designed for consoles, it carries a number of deliberate design deficiencies. Compromises were made to cater to the inferior console gaming appliances that the game was designed for. These are unfortunate compromises and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was a second thought for the console-centric developers. The game is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for consoles forces upon a game. Once more, console peasants have made gaming worse for everyone. These technical defects push this game below acceptable standards for any modern PC game. Reviewing SteamDB to check how popular this game was with players reveals a surprise... there's a modest spike in player counts for the game. But this only happened once, around the same time that trading cards were applied to the game... so this is just card idlers getting their cards and moving on. A closer look at the numbers shows the game just has a couple of players every week running up the game and idling it for cards, then deleting it. We must ask how it benefits gamers for there to be so many games like this, with no merit as a serious game, that only generate sales from people idling and selling the trading cards. So, should you buy this game? Is this one of the best of the 100,000+ games on Steam? The Tenth Line has the comically over-optimistic price of around $8 USD, it's not worth it given the defects and shortcomings with the product, especially considering the sheer number of completely free, much higher quality games on Steam. For comparison, the $8 asking price for this game could get you games like "Rise of the Tomb Raider", "The Elder Scrolls Online" or "Prey". No pixelcrap is worth $8. If developers want to get paid the same kind of money as real game developers who know how to do graphics properly, they need to learn how to do graphics properly.
[played on normal difficulty] The Tenth Line is a challenging combination platformer and active turn-based RPG with a memorable story and characters. The platforming involves moving three characters one at a time around different areas, often with separate routes due to varying jump distances and heights. There are environmental hazards to be avoided and puzzles to be solved along the way. All three characters must reach the end of an area in order to move to the next one. Turn-based battles take place on a separate screen in which the player must strategically choose abilities (mostly attacks) to defeat waves of enemies. For example, one enemy on the platforming map can represent 50 enemies in the battle screen. Battling always feels like an active endeavor because the player is constantly pressing buttons to attack on their turn and dodge/block on the enemies' turn. Much of the strategy in these battles is about managing what abilities are available, knowing when to use attacks against rows, columns, or single targets, and when to prioritize the use of secondary attack effects such as defense disruption and poison. You will not survive without blocking, so be sure to master it. The game also features an interesting level up mechanic that finds the player using expendable items to connect squares on a board in order to increase character stats (strength, hit points, and skill points) and unlock new character abilities in battle. In addition, the same expendable items can be used in a different menu to power up in-battle attacks, dodges, and point regeneration, as well as change elemental attacks for two characters (think fire, ice, etc.). Once I understood how these menus worked, it was a lot easier to progress in the game. I recommend new players take the time to figure these things out because they will end up in a world of pain otherwise. This is how you level up, after all! Those points must be spent! I had a lot of fun in these battles, and there was still plenty of challenge for a seasoned RPG veteran like myself. My party got wiped when I underestimated enemies, and when I didn't understand the timing of enemy abilities and blocking. There were aspects of the game that seemed uneven. For example, some sudden difficulty spikes caught me off guard and required exp farming to progress. One of these involved a chapter-end boss that I reached at level 57, but was only able to beat at 67. That was a lot of backtracking to level grind and derailed the story for awhile. Another thing that bothered me was how per-character blocking during battles uses X, A, and B on an Xbox controller, but the characters are positioned on the screen in a way that would better suit Y, B, and A. It felt like I had to rewire my brain-to-hand connection in order to block properly and consistently. Note that button bindings CAN be changed, but I typically don't do that in games I play, and in my opinion, the default should always be what makes the most sense. And I can't quite put my finger on it, but a main character comes across as one way in the first half of the game, then their personality seems to change in the second half of the game. There are plausible story-related reasons for this, but this change and its effect on / relation to other characters didn't seem to get fully resolved by the end of the game. As of this writing, only 14.3% of players complete Chapter 1, and 8.9% complete Chapter 2. That is a real shame to abandon a game so soon! If you invest a little bit of time to understand the mechanics of The Tenth Line, you will be rewarded with a great time. Stick to it and think strategically! I always say that the sign of an interesting character is that the reader/viewer/player [i]cares[/i] about them, and I'll be thinking of these characters and their world for awhile yet.
A really charming JRPG with a lot of work put into the narrative. While the platforming is a bit janky at times, the other systems and narrative especially make up for it. There's a battle system sort of similar to Valkyrie Profile where you choose actions on attack phase, and can actively defend/guard during defense phase. A card game similar to Triple Triad of FF8. Multiple character upgrade systems, one similar to FF10's Sphere Grid where you feed items for stat boosts. And the main reason I found myself playing - the story and characters where a lot of work was put into the main 3 & additionals, with each party member having their own unique flavor text for each item, monster, most of the townsfolk, and more. Also has post game content and NG+.
셋이 나누어 간다 세명의 캐릭터를 조작하여 스토리를 따라 모험을 하는 게임입니다. 공주친구, 여우친구, 드래곤친구를 각각 움직일 수 있으며, 좌우 또는 점프를 통한 이동이 가능하죠. 조작할 캐릭터를 변경할 수 있으며 메인 캐릭터만 움직이고 나머지 캐릭터는 그자리에서 멍하니 있거나 그저 뒤를 따라 걷는 것만 가능합니다. 말그대로 걷는 것만 가능하며 메인이 점프를 해도 걷기만 하고 앞에 낭떠러지가 있어도 앞으로 걷기만 하죠. 캐릭터마다 특수한 액션이 가능합니다. 공주는 외형과 달리 강력한 힘을 가지고 있기에 무거운 바위 같은 것들을 이리저리 움직일 수 있고 이를 발판으로 삼을 수 있게 해줍니다. 여우는 키가 작아서 천장이 낮은 동굴 같은 곳으로 드나들 수 있고 새총을 쏘아 공중에 매달린 뭔가를 떨굴 수 있습니다. 드래곤은 연기가 되어 점프를 하기에 가장 높은 위치로 이동할 수 있고 다양한 종류의 브레스를 통해 이런저런 장애물을 해결할 수 있죠. 맵을 돌아다니면서 보이는 경험치 조각들과 아이템이 든 상자들을 얻기 위해 이런 능력들을 적절하게 사용하여야 합니다. 아이템들만 있다면 좋겠지만 이동을 방해하는 몬스터들이 이리저리 돌아다닙니다. 캐릭터들을 발견하면 무지성 돌격을 해오거나 뭔가를 발사하게 되며 그들보다 먼저 공격을 감행하지 못하면 습격처리가 되어버리죠. 캐릭터가 바라보는 방향에서 충돌을 하든 아래로 내려가다가 머리를 밟아서 충돌을 하던 공격으로 시작된 전투가 아니면 모두 습격처리가 되어버리니 어떻게든 먼저 공격을 시도하여야 합니다. 적이 바라보는 상태에서 공격을 하면 그냥 전투가 시작되고 적이 인지하지 못하는 상황에서 공격하면 역으로 플레이어에게 이점이 발생하게 되죠. 참고로, 캐릭터들의 사이가 먼 상태에서 전투가 벌어질 경우 합류에 일정 턴이 필요하게 됩니다. 전투는 턴방식으로 진행되며 전투를 실행시킨 쪽이 우선권을 가지게 됩니다. 플레이어는 캐릭터가 보유한 스킬들을 발동시킬 수 있으며, SP를 소모하고 발동한 스킬은 일정 턴의 쿨이 필요하죠. 스킬은 단일 대상일수도 있고 가로 또는 세로, 범위 형 등으로 다양합니다. 대미지를 주는 것 외에도 공주는 대미지를 주면서 파티 회복 효과를 포함하고 여우와 드래곤은 특수 상태 등의 옵션 효과들이 존재하죠. 또한, 전투를 보조하는 동료를 2명장착할 수 있습니다. 이들은 턴마다 게이지가 상승하며 이를 소모해 일반/필살기를 발동하여 전투를 보조할 수 있죠. 보조라고하지만 은근 전투에 크고작은 영향을 주기에 괜찮은 친구들로 볼 수 있습니다. 플레이어 공격이 종료되면 적이 공격을 실행하며 이때 방어나 회피가 가능합니다. 공주는 최전방에 위치하여 적들의 공격을 우선적으로 막아서며 방어를 실행하여 받는 대미지를 감소시킬 수 있죠. 여우는 뒤로 물러나기로 드래곤은 연기가 되어 공격을 회피할 수 있지만, 짧은 시간만에 복귀를 하기에 적들의 공격 타이밍에 잘 맞춰서 피하는 것이 좋습니다. 타이밍을 잘못 맞추면 그냥 뒤로 물러났다가 맞으러 가는 상황이 발생할 수도 있죠. 문제라면 적들의 공격이 한번에 들어오는 것이 아니라 어느정도의 텀을 두고 순차적으로 발동하기에 후반에 발생하는 피해들은 회피를 하지 못하는 경우도 발생하곤 합니다. 이럴때 은근 억울하기도... 전투에 승리하면 보상을 획득하며 전투를 빠르게 끝내면 추가 경험치를 획득합니다. 획득한 경험치에 따라서 레벨이 상승하면서 포인트를 얻게 되고 이 포인트와 득한 아이템들을 소모하여 강화가 가능하죠. 강화는 여러개의 판들로 구성되어 있으며, 여기에 특정한 모양의 라인을 배치하여 능력을 활성화하게 됩니다. 쉽게 보자면 파이프 게임을 연상하면 좋으며 라인을 배치하고 해당 라인의 끝에 연결되는 다른 라인을 배치하는 형태이죠. 배치한 파이프가 붉은색이면 공격력이 증가하고 초록색이면 체력이 증가하는 등 색상에 따라 스탯이 증가하게 됩니다. 만약, 배치한 판의 색과 파이프의 색상이 동일하면 효과 수치가 2배로 증가하게 되죠. 스탯 증가 외에도 배치를 하면서 스킬이나 패시브 효과가 연결하면 전투에서 사용할 수 있게 됩니다. 외에도 NPC들과 대화를 진행하면서 퀘스트들 받아 수행하면서 보상을 받을 수도 있습니다. 전투나 퀘스트로 획득한 골드들로 캐릭터들의 강화나 파이트용 보석들을 구매할 수도 있죠. 또한, 가로등이 랠리 포인트로 세이브를 할 수 있게 해줍니다. 문제라면 세이브 시 다른 파티원들을 현재 위치로 소환을 해버리며 이 위치가 맵의 시작 지점이라는 것? 앞서 언급했듯이 캐릭터들을 하나하나 수동으로 모두 움직여야 합니다. 1명만 움직이면 되지 않나 하는 생각이 들 수 있지만 클리어하지 못한 챕터의 맵의 경우에는 모든 캐릭터가 끝에 도달해야만 다음 지역으로 넘어갈 수 있는 구조이죠. 그렇기에 A를 움직여서 맵 끝으로 가져가고 B를 움직여서 또 대려가고 마지막으로 C를 대려가야 하는... 상당히 귀찮고 유익하지도 않고 번거롭기만한 과정을 거쳐야 하는.... 그러면서 세이브는 맵 초반에 위치하고 세이브를 하면 모든 파티원을 소환해버리니 귀찮지 않으려면 세이브는 다음맵에서 하라고 강요받는 느낌? 챕터에 따라서 맵이 달라지고 기믹들이 추가됨에 따라서 이런 캐릭터 하나하나의 이동 방식이 상당히 귀찮아지는... 그러면서 전투 시작시에 멀리 있으면 합류에 턴이 필요하고 전투가 끝나면 원래 위치에 있고 아니 전투에 합류하고 다시 제자리로 돌아가버리는거야? 왜? 나름 재미를 느낄만하다라고 생각되려다가도 이런 은근한 불합리함들이 발생하면서 빡침만 느껴지는... 아쉬운 점 -로비에서 설정 불가 -스킵 없음 (스토리 개 길어....) -키를 변경해도 안내 이미지의 문자는 변동되지 않음. 이로 인해 상호작용 상황과 전투 등에서 혼란이 발생하기도 함. -다음 지역으로 가려면 모든 캐릭터가 일정 범위 내에 위치해야함. 따라오게하는 기능이 있지만 그냥 좌우 이동만 가능하지 점프는 못해서 결국 캐릭터 셋을 하나하나 움직여야하는 번거로움이 존재함 -스토리를 위해서라지만 일부 지루하고 이득도 없는 무의미한 전투 및 이동 구간 있음 -시야 난이도를 높히기 위함인지 보이지 않게 어둠으로 가려둔 땅이나 기믹들이 존재하며 추락하면 시작 지점으로 강제 이동됨. 굳이라는 생각이 드는 맵 구조들이 많음. -지역 이동 기능없음 (뭔가 깜빡하거나 되돌아가야하는 경우 끝에서 끝으로 이동을 반복하여야하며 몬스터들도 리젠되기에 귀찮은 전투가 발생하여 흐름을 끊어버림) -우리는 앞으로 부딫혀도 적 머리를 짓밟아도 기습당한걸로 취급당하고 적은 플레이어를 쉽게 인식함 -세이브 시 모든 파티원들을 소환함 (맵 끝에 모두 모여야 이동을 할 수 있기에 파티원들을 어느정도 이동 시킨 뒤에는 세이브를 하기 꺼려지게 하고 난이도를 높힘)
This is Lost vikings with generic fantasy world with furries, overcomplicated mechanics and gimmicky combat system. The characters are flat and annoying, the platforming feels wobbly. I certainly can believe that some people may enjoy it, but I'm not one of them.
Nice little game with plenty of charm, the gameplay reminds me of older Valkyrie Profile entries which is worth experiencing, along side the great art and soundtrack.
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