
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 →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About






Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.59−80% | 155reviews | 84% | — | $4.7K |
| $9.99 | 87ratings | 83% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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.
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Genres
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
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[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]
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.
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.
[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+.
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
[h1]Reseña: The Tenth Line - ¿Una línea que vale la pena cruzar?[/h1] [h2]Resumen[/h2] ¡Ay, \The Tenth Line\! Un juego que intenta cruzar tantas líneas, pero ¿realmente logra patear la lata hasta la meta o tropieza y cae de cara? Al parecer, la comunidad le tira confeti a distancia con un 74.86% de aceptación. Lo que sí te digo, amigo, es que este titulillo es una mezcla rara de aventura, RPG y plataformas, como una pizza de piña con extra queso. [h2]Aspectos importantes e interesantes[/h2] Primero que nada, bravo por intentar algo ¡DIFERENTE! \The Tenth Line\ nos lleva por un viaje raro pero curioso en un mundo fantástico que no se ve todos los días. Además, los personajes y sus habilidades únicas son como un menú degustación: nunca sabes cuál te va a gustar más, pero definitivamente querrás probarlos todos. Y, ¡ah! Esas mecánicas roleras mezcladas con plataformeo, un soplo de aire fresco entre tanto clon de clones por ahí. [h2]Aspectos por mejorar[/h2] Vamos, no todo lo que brilla es oro. El juego puede crujir un poco en las costuras cuando te empiezas a sumergir. Hay veces que no sabes si estás jugando un RPG o compitiendo en las olimpiadas del plataformeo extremo. Además, algunos diálogos son tan largos que podrías prepararte un sandwich (o dos) en lo que terminan. ¡Y cuidado, la curva de dificultad puede pegarte un salto como engañado por un trampolín! [h2]Tabla de puntuaciones[/h2] [table] [tr][th]Criterio[/th][th]Puntuación[/th][th]Comentarios[/th][/tr] [tr][td]Jugabilidad[/td][td]8[/td][td]Innovadora mezcla de géneros, pero por momentos saturante.[/td][/tr] [tr][td]Dificultad / IA[/td][td]6[/td][td]Prepare to die. ¿Estamos en Dark Souls? No, pero se siente así a veces.[/td][/tr] [tr][td]Contenido[/_Height][td]7[/td][td]Hay bastante chicha, pero quizás demasiado aderezo para la ensalada.[/td][/tr] [tr][td]Video / Gráficos[/td][td]6[/td][td]A veces encantador, a veces te pregunta si debes actualizar los drivers.[/td][/tr] [tr][td]Historia[/td][td]7[/td][td]Interesante, aunque los diálogos necesitan una buena poda.[/td][/tr] [tr][td]Ambientación[/td][td]8[/td][td]De lo mejor del juego. Realmente te transporta... a su propio caos.[/td][/tr] [tr][td]Efectos[/td][td]7[/td][td]Hacen su trabajo, sin fuegos artificiales.[/td][/tr] [tr][td]Música[/td][td]8[/td][td]La banda sonora tiene su encanto. Ponla en el coche y a volar.[/td][/tr] [tr][td]Voces[/td][td]5[/td][td]¿No había para más actores? Repetitivo y a veces plano.[/td][/tr] [tr][td]Diversidad[/td][td]7[/td][td]Bastante buena en términos de caracteres y opciones.[/td][/tr] [tr][th]Total puntuaciones[/th][th]69[/th][th]Un puzle bicolor.[/th][/tr] [/table] [h2]Veredicto[/h2] Si la puntuación final es de 69... [i]Compralo con descuento.[/i] Si quieres un juego que casi puede ser del otro mundo (en todos los sentidos), pero quieres asegurarte de no gastar mucho por si acaso, ¡espera esa oferta y lanzate al ruedo con \The Tenth Line\!
推薦給喜歡閱讀對話、道具文本,並且對於戰鬥與解謎有一定程度挑戰性的JRPG愛好者。 主要3名隊伍成員在地圖上是分開操作的單位, 探索過程中遇到的每一名NPC、每一個可互動物件、開過的寶箱都會根據操作角色有不同對話, 在切換地圖時必須要所有隊員在一定距離內, 當下哪個隊員不在身旁都會產生變化,若想看完全對話必須將站在出口的隊員1人&2人組合全確認過一遍。 入手道具的flavor text也是依照角色的成長背景、個人特質去描述, 例如:一顆寶石可能不同人會說這是高價品、有人可能會評論其中蘊含的魔力,有人會評價吃起來的口感。 戰鬥採帶有QTE的回合制戰鬥,一個按鍵對應一個角色, 進攻回合主要的機制是破防、浮空、打排球系統,敵人浮空會讓傷害上升,但不同角色交互連段才能讓傷害最大化。 防守回合則是看著敵人動作去防禦或閃避。 防禦或閃避的時間需要武器強化才會提升,初期容易因為承受過多的傷害產生挫折感, 加上成長系統綁道具消耗,順順推劇情很容易不夠用或不敢用。 其實離開安全區地圖或是回標題畫面會讓怪物重生,可以重複刷道具, 本質上還是可以靠練等解決一切的RPG遊戲。 劇情方面,沒有多重結局。 貫穿全劇的《The Line》除了提示人們應該要保持的美德與警惕的罪行, 更是直接預言了世界毀滅的過程,也因此促進了人族與獸族的對立與歧視。 隊伍成員之所以能一起旅行,有些是熱心助人、有些是各取所需, 但大多數情況都是藏有一些秘密…,在旅行的過程中會逐漸揭露。 劇情展開算是相當王道的劍與魔法冒險故事,不能說扣人心弦猶如神作,但是劇情發展值得一看。 唯一的問題就是只有英文。
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