The Tenth Line
The Tenth Line is a unique indie role-playing/platforming adventure. Guide the princess of the tiny nation of Easania, along with her unusual but reliable companions, and explore a vibrant world of humans, beasts, and dragons, while escaping the clutches of a mysterious cult in hot pursuit. Explore the world through fast-paced 2D platforming by controlling three separate characters, each with unique movement mechanics and ways of interacting with the world. Take on dozens of foes at one time through turn-based RPG battles with an active timing element. High quality background and sprite artwork, and a grand, varied soundtrack. Unique progression and ways to level-up: power up combat moves and set up character-specific specialties through training, and gain levels to spend on the puzzle-like Power Flow board to increase stats and learn new attacks.
Steam User 2
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.
Steam User 1
Really fun turn-based RPG that I think deserves more attention than it appears it may have gotten! Highlight is definitely in the story and some of the combat systems and leveling, with shoutouts to the wonderful pixel art and background work. Be sure to talk to NPCs with each of the controllable characters to get different conversations, world building, and character development! Bonus points for the optional card mini-game; it reminds me of FF9 a bit, and I adore that one, so I really liked a similar game here. :)
Game runs wonderfully, encountered no bugs. Controls work on both a keyboard or a controller (played on controller personally); you may want to look into rebinding no matter which you choose, because some assignments seem strange, like buttons to defend in combat versus the line-up they are on screen. You may need to be prepared to return to title screen to reload a screen every so often if you accidentally knock an item out of the map (swamp area) or want to grind a little bit.
On that note, played on the intended difficulty because I saw post-game and NG+ are not available to lower difficulties!! So be aware of that. Having played on it though, I found I didn't not need to grind at all -- doing even average star ranking in your battles will lead to you reaching very close to, if not capped out, by the end of the game. I love the leveling grid, the "Power Flow" as it were, and slotting items to gain power. Same with the training, having items have qualities that impact their strengths and how their unique mechanics work. (Leveling the strength is mandatory! While I found I didn't need to interact with the unique mechanics until near end of game.)
Speaking of end of game, I think my only complaint is that I feel it ends too abruptly! I really liked where things were going, the twists and character building that was happening, but it just feels like it needed that little bit _more_. Threads get set up that don't always feel like they pay off fully. Post-game has some challenge fights you can do, but I found they might be a little -too- sponge-y to be worth exploring, but your mileage may vary, as I wasn't the best at the juggling and guard breaking mechanics of the game's combat system...! Which, in itself, is a really cool idea, trying to weave your attacks in ways to try to max out your big hits versus spending or saving your attacks. Defense is tough, requiring you to be very quick on deciding when to press the button, and I found sometimes I could get by just going "Press all three the moment you see someone start to move on screen," hah. The super defenses are also VERY helpful, but I found they didn't always activate reliably; this may be a user error, as I'm using the new Steam Controller, so I may not have set it up properly. Again, your mileage may vary!
All in all, this took about 15-ish hours to go from start to finish without post-game, and goes on pretty large sales (I think I got it for, like, a buck because it was recommended in the checkout window??, which is *insane* for the quality here). I really think this is worth your time!! It's got some big hits, and some misses, but the pros vastly outweigh the cons, and I think you'll find a really good time here. Great work here from Sungazer Software.
i love rik and tox and want to draw fanart of them, especially rik, oh my gosh i love their designs so much. need to make time to paint them if i cannn
Steam User 0
Definitely the best thing I've ever bought for 77 cents! I had a lot of fun playing it, really digging the music, the backgrounds of the various areas, and the pixel art for all the characters. Cool stuff!
The story also ended at a good moment without getting repetitive, and it's even got post-game challenges set up. Neat!
I can only recommend this.
Steam User 0
Despite being a simple game in terms of what direction it goes, I did find myself awed by the turn of events that did catch me off guard. The story is rather plentiful and nice with a universe that supports its artistic angle and atmosphere to a degree, which a lot of RPGs sort of fail at. The music and character design within this game are on point and beautiful. Always appreciate when games go beyond the conventional look for characters and create beings that are outside the anthropic space. In relation to that, I also enjoyed each location I visited with a rather inquisitive, big-eyed happiness to scan these environments. The art of this game was wonderful!
I don't particularly have a favorite track this time around in regard to the music. Each and every one deserves a similar position and never feels like one didn't deserve a smile and a nod.
The main complaint I 'could' say about this game always stirs back to me hating platforming, so areas such as 'The Feverlands' and 'The White Cliffs' were naturally frustrating and anger-inducing, but I can't really hold the game at fault for that. I did, however, like the mechanic of switching between different characters to perform different tasks throughout these adventures! I wish the game had more of this with my favorite movements with these mechanics stirring up from 'The White Cliffs' and 'Oblivion's Roost.' Besides platforming, I wish enemy cast spell texts were easier to read. Some Endgame content can be rather rough when you can't tell what attack the boss is going to perform. In spite of that, you can roughly go based off animations of the enemies and 'voice' cues to prepare for defense. I would say controls but I got used to them and never had a problem with it afterwards.
I'm probably leaving something out but in general this game is pretty alright for what it is! I'm glad I decided to finally finish this game after a long hiatus from it.
Steam User 0
Thus far, my one complaint is that the dodge/defend mechanic makes very little sense. I'm honestly unsure how I'm expected to know which ally is being targeted, nor is there really time to anticipate the attack. It just feels like an unnecessary mechanic that wanted to be more like Paper Mario but isn't, and I worry the game is balanced around its use, where as thus far, the only option I've had is to hit A B and X at the exact same time the moment I see any movement.
Going further, the tutorial mentioned that the fighting game input for super defense is on the screen, yet it isn't, nor did it tell me what the button combo is for the other two super defenses. It also mentioned that you have to hold the combo, but the tutorial didn't continue till I released the combo.
Steam User 0
The timing aspects are not my jam, at least not the way they are handled (more Valkyrie Profile than Paper Mario). Still, if you ask me what I like most in gaming, it's JRPGs that experiment heavily with what it means to have turn-based battles. I have a big soft spot for this sort of creativity.
Steam User 0
The Tenth Line is a cross between a platformer and an RPG, more heavily weighted towards the latter, and with a lot of new ideas to bring to the genre. You gain items all over the place but they're not consumables or even equipment, and instead are used in the game's various mechanics:
- You don't gain stats from levelling directly. Instead you place items on a grid, where the type and tier of item dictates the bonus you get. This grid also unlocks new moves in-combat.
- You also don't gain power from weapon upgrades, instead you merely gain POTENTIAL power, and you consume items to improve your actual power up to the new limit.
- Items also get used for short-term bonuses to improve a character's unique abilities.
- Touching an enemy on the overworld always results in you getting ambushed. If you attack an enemy from the front it's a normal encounter. If you attack them from behind, you ambush them.
- You control three characters and move them independently, and they each have different speeds, jump heights, and special abilities. It's kind of like The Lost Vikings.
- In combat, your only way to heal is to take the 'Rest' action (which also gives you the MP equivalent so you can bust out stronger skills) or with very specific abilities. Items aren't used for this.
There's a little bit of Menu Hell to this game as it expects you to pop open the Training menu after every fight or two and spend your items, but it's not that bad. I enjoyed the story and particularly the prevalence of non-human characters and protagonists in an RPG who aren't just mascot or comic relief characters but instead have real growth and narrative conflicts. There's also a postgame which is a -little- excessive in its difficulty but I was still able to complete it with a few do-overs. Definitely a fun little adventure.