
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
this game is fun, however, it feels like i need a PHD to play this game. besides how needless a lot of the systems are the story really carries this game, all the characters are well written, even the princess who walks the line of being annoying but not quite, very well done IMO.
The Tenth Line is a unique game combining platforming, action RPG, and turn-based RPG. The story takes place in a universe where humans, beasts, and dragons coexist. The princess of Easania is pursued by a strange cult, but by chance encounters two brothers, a kobold and a dragon, who, upon the promise of a handsome reward, agree to escort the young lady to safety. During their adventure, the three companions will, despite themselves, fulfill, one by one, the steps of the prophecy of the 10 lines leading to the end of their world. Why is The Tenth Line unique? Besides its original universe, its gameplay also stands out from "classic" games. • Outside of combat, it's a platform game. You run and jump to reach the end of the scene. Much like in Trine, you'll have to move the three characters and use their unique abilities to help them all reach the end, because you only move on to the next one if all three are at the end. You can only play one character at a time; the others stay put. The princess is the average character: she walks and jumps "normally" and can push certain obstacles. The kobold is the fast character: she walks quickly, jumps far but not high, and can throw stones to reach out-of-reach objects. And finally, the dragon is the slow character: she walks slowly, jumps (actually teleports) high but not far, and can use her breath (fire, ice, poison, or force) to interact with certain elements. During these platforming phases, you collect stars (experience) to level up. Only the character you collect them with gains experience, not the others. • In the stages, you'll encounter enemies that you'll have to fight. Combat takes the form of a turn-based RPG. For each character, you choose which attack/skill to use and on which enemy(s) to use it. When everything is decided, you begin the attack phase, during which you press the corresponding buttons for each character to launch their attacks. It's more tactical than it sounds, because certain attacks destabilize enemies, allowing other characters' attacks to do more damage. The order and timing of your attacks are therefore important and can make all the difference. When everyone has attacked, it's the enemies' turn. They also attack in different orders, with different attacks (physical, ranged, or magical), and your characters can dodge/defend only once. Then it starts all over again until you win or lose. Instead of attacking, you can also rest to recover some health points (this is the only way to regain health in combat). • The character progression system is also special. While they level up in a fairly traditional way, to improve them you have to use found/earned items and skill points (obtained by leveling up) on a chessboard. Each square corresponds to a stat (attack, defense, HP and SP), and each item has its own stat, value, "path" and "cost". If an item and the chosen square have the same stat, the assigned value is doubled. The goal is to maximize these values to improve the character as much as possible while creating a path between the source (where we start placing items) and the different active or passive skills we will use in combat. Besides that, items are also used to improve characters' weapons through training. They are not used in combat or in platforming phases; items are only used to improve our characters and their weapons. It may seem complicated, but it's actually simple to understand and well explained in the game. So, this is an excellent game. Original, beautiful to look at and listen to, interesting to play, and with a very engaging story. Brilliant. BUT...unfortunately, flawless games are rare. And unfortunately, this one, drawing on the mechanics of platformers and RPGs, combines THE biggest flaw (in my opinion) of each style it borrows. • First, a big problem with the platform: having to start over at the beginning of the level each time you fall into a hole (only the character who falls returns to the beginning). This isn't a problem when you only have one character to move. But when you have 3...including a particularly slow one... This leads to having to do the same path over and over again, often having to move a character again at the end of the level to unlock access for the character. In the first levels it's okay, they're quite short and there are no traps or things to do. But in the last ones...it's really heavy and frustrating. We waste a lot of time stupidly, and knowing that saving necessarily reunites all 3 characters at the save point (always at the beginning of the board)... and that reloading the game makes the enemies on the board reappear... we prefer to finish it and save at the next one rather than having to go through everything again the next time we play the game. • Second, a big problem with RPGs: a see-saw difficulty. In a board, we'll encounter weak enemies, others that are tougher but not very dangerous... and others who will be (without knowing it before facing them) horribly tough and will take you down in two turns. We only have the 3 main characters, with 2 "assists," and as I said, we only defend ourselves once, for 3-4 seconds. On the other side, there can be up to 12 enemies at a time... (and when one enemy dies, another often arrives to replace it. We can have a lot of them to fight in a single fight). If they are strong by default, the 3 in front attack physically, and the other 9 throw physical and magical projectiles... We can defend ourselves for 3-4 seconds, but when we are attacked for 8 seconds by guys who knock us down in 3 hits, we can't block/dodge everything and we end up in two shakes of a lamb's tail without being able to do anything. Now we take this problem, and we add it to the fact that when we lose a fight, all the characters present in that fight are sent back to the beginning of the board... and the enemy, of course, is still waiting for us, just as strong in the same place. That... that took away a lot of the fun of the game for me. So yes, there are several difficulty levels, I could have made the game easier by lowering it. But there's only one difficulty level with the post-game content; the others don't unlock it, and it's the sawtooth one. This also applies to some bosses. You clear the board with your hand in your pants, no difficulty against the enemies encountered, then you reach the boss and... you get cut open before taking a quarter of his health. For your information, the boss isn't alone; he also has an army with him. On the plus side, you can restart the boss fight directly; you're not sent back to the last save point (unless you want to be). So, while The Tenth Line is objectively very good, interesting, and well-crafted, a large part of my enjoyment of the game was devoured by the chaotic difficulty and the repetitiveness of having to move my entire team across the board for the seventh time. Recommend
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商店页面已好评,差评呼吁中文。cn need. 202309,fanatical,steam,steam掉卡抵扣,indie gala,daily indie game,t a o宝,支付宝红包,hxxxx,杉果,它处自定义包入的本体约9元。爱人如己,目前就这,看以后追评。兄弟萌,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。
Solo se que no dejo de pensar en vos así que te dedico un poema corto como el amor que me tenes ANNABEL LUCINDA somos los amantes Que todo el mundo dice que está mal Pero no podemos ayudar Cómo nos sentimos Nos atraemos el uno al otro como imanes Nuestro amor está prohibido Pero eso solo lo hace Tanto más emocionante No podemos evitarlo robar besos en la oscuridad de la noche No podemos evitarlo Siente el fuego Quemando por dentro Sabemos que se supone que no debemos ser Pero no podemos evitarlo somos dos corazones latiendo como uno Y nada puede separarnos te espero para dormir por que hace frió que en tu corazón .,..,,.
A lot of love went into this game. For instance, all party members have unique lines of dialogue for almost every item, enemy and chest in the game.
Charming graphics, interesting level up and buffing mechanic, and what I saw of the story seems interesting, but the combat system is tedious busywork. The button pressing elements add nothing of interest to the combat, and even this early in the game the combats take too long. (note, my playtime isn't as long as it seems because I have a terrible habit of wandering off for a while whilst a game is still running)
有卡 有成就 没中文 《第十行》 《第十行》是Sungazer Software推出的首款商业游戏。在这段冒险中,你将引导伊萨尼亚小国的公主逃离神秘教团的追捕,在远离家乡的危机中挣扎求生。她将与两位独特而可靠的伙伴同行,探索一个人类、野兽与龙族共存的鲜活世界——在天空之国国王遇刺后的动荡中,所有种族都在努力寻求共存之道。前路注定危机四伏:预言中世界终结之日正急速逼近,仅凭智慧、剑刃与王室教养的指引,她能否在末日来临前回到家人身边? 游戏玩法 冒险采用传统2D平台机制,但独具巧思:每位角色需单独操控,拥有独特的移动、攻击和与世界互动的方式。你将偶尔造访村庄或安全据点,承接新任务、玩卡牌游戏或与当地居民交谈。荒野中游荡的敌人可能遭遇或伏击你的队伍,触发回合制战斗。 战斗融合回合策略与动态时机判定:为每位角色选定指令后,需精准把握时机与目标执行攻击。随后敌人将进行反击,你的队伍则有机会防御。同时面对最多12名敌人时,生存并非易事。幸运的是,一次性消灭大量敌人可减少反击者数量,并为队伍积累“攻势值”,从而在下回合施展更强大的技能! 角色成长完全依赖收集并使用道具。道具种类丰富且用途多样,合理分配资源是生存关键。角色可通过道具进行训练,强化技能与防御能力,或激活“专属特性”以获得独特的战术优势。队伍成员还可通过赢得战斗、完成任务、收集世界中的“能量碎片”来提升“能量等级”。玩家可通过类似解谜的小游戏在“能量流转图”上分配等级点数,提升属性并解锁新技能。这套富有挑战性的成长体系将奖励精心规划与明智决策。 推荐使用双摇杆手柄操作,键盘也可支持。 游戏特色 受32位游戏时代启发的完全原创RPG体验 操控三名各具移动机制与世界互动方式的角色,在快节奏2D平台关卡中探索世界 融合动态时机判定的回合制战斗,可同时应对数十名敌人 高质量场景与像素美术、宏大丰富的配乐,以及主要角色在战斗中的全程语音 独特的角色成长与升级系统 数十小时主线流程,附带终局挑战与多周目模式 可选剧情专注模式:移除所有随机敌人并简化剧情战斗 可游玩世界内的收集式卡牌游戏“四方交易”,通过与其他角色对决赢得独特奖励,完成卡牌收藏
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