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The game was made back in 2009 and is kind of minimalist. It has 3 level layouts and only 4 turrets to choose from, but the replay is quite nice.

Today I expanded on it and it now has 6 levels, better graphics, more music, and 5 turrets.

It was a proof of concept game, and was part of a "make a strategy game" compo in the Sphere community. It won that compo. :)

As with all of my projects everything but the music is original (even though I do make my own music from time to time).

To modify a unit right-click with the mouse and it'll bring up a drop-down menu. From there you can choose to move it free of cost or upgrade it.

Warning: the learning curve can be quite steep, I started with a minimalist notion of learn as you play. So play it and learn! (It's not that bad though).

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  • Completed
  • Radnen
  • Sphere
  • Strategy
  • 12/26/2010 05:32 AM
  • 07/15/2016 11:29 AM
  • 04/09/2011
  • 23679
  • 7
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Posts

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thesacredlobo: I can't believe you put time in reviewing this crusty piece of shit. Hahaha.

Ahem, anyways, yes, this game was made quickly like in a day or two. This is after all, an amateur game development forum and well, the basic intention of this game was more of a proof of concept: can I do a tower defense game in Sphere?

Also, all modern day tower defense games need to have a niche: Either a skill/theme/role/style that separates the game from all others. This game has none of that. In fact this game is so bare bones it's more of a toy than a game. It's like trying to review a spoon.

That said I had indeed been working on a sequel to it, where I actually looked at what would make a good tower defense game. In the end I canned it since there's a supersaturation of such games on the market and most anything has been tried and done before.

The only positive I can say about this game is that it's simplicity can make well for an introductory game to people new to the genre. That's 'bout it.

Edit: I will say I am slightly thrilled you made a video reviewing the game! :)
author=calunio
It's also weird that you played 190 minutes of the game while not having enjoyed it.


Your talking with someone that spent over 100 hours on Final Fantasy XII and hated almost every minute of it. Though, I guess you could argue I ruined it for myself since I leveled up Vaan to level 100 on the birds in the desert. After, that the rest of the game was a boring breeze as I filled in my gambits. I basically spent the bulk of the game just running around killing things with little thought or effort. As such the game became a boring chore.

author=calunio
They are games I play like I would play FreeCell or Solitaire. And that applies to almost every tower defense games... well, maybe the ones I like, like GemCraft or Kingdom Rush.


The problem is that Hold the Line! is just way to slow. It's lack of a button to send the next wave makes the game dreadfully dull in my opinion since you sometimes need to wait in excess of a minute and half for the next wave.
I'm a big fan of tower defense games, and one thing about them that I like is that they are mostly slow, action-lacking games. They are games I play like I would play FreeCell or Solitaire. And that applies to almost every tower defense games... well, maybe the ones I like, like GemCraft or Kingdom Rush.

It's also weird that you played 190 minutes of the game while not having enjoyed it.
author=calunio
I had a lot of fun playing this game, so... maybe you're just picky or intolerant.


If you enjoyed it more power to you, but this game is easily the worst example of a Tower Defense game I've ever played. Its sheer lack of speed or intensity make for a game so boring that I literally feel asleep at times while playing the game and still managed to emerge victorious over a 100 waves (190 Minutes worth) of enemies. It doesn't say anything particularly good about your game if I can beat it while barely being able to keep my eyes open.

And, I do end the review by suggesting a much better Tower Defense game in the form of Canterlot Siege. A Tower Defense game starring the characters from My Little Pony: Friendship is Magic. So, I don't have a hate on for all things Tower Defense. Hold the Line! is just vastly inferior to many other freely available Tower Defense games and even the developer has acknowledge some of the issues that make up the bulk of my problems with this game. That being the overall slowness of the game (8+ hours to defeat 200 waves) and the lack of challenge brought on by the update since he tried to balance the game a bit better only to create the opposite issue.
author=thesacredlobo
Well, I decided to play this game and made a youtube review for the game. Though, be warned my opinion of this game is highly negative


I had a lot of fun playing this game, so... maybe you're just picky or intolerant.
Well, I decided to play this game and made a youtube review for the game. Though, be warned my opinion of this game is highly negative.

author=calunio
Curious about the sequel!


I'll make a game page for it when I feel it is ready (well, far enough along in development that is). But yeah, I've had wanted to do this for some time now, and of all the things I want to do, this seemed the easiest and most tangible.
Curious about the sequel!
author=firevenge007
I like the game - but one thing you could fix is the mouse. It goes ballistic when I move my mouse an inch.


I won't be fixing this game, but I am making a sequel to it. So, how is it going ballistic? I remember a similar issue for a different Sphere game, but can't put my finger on it. Are you playing it in full screen or windowed? What kind of mouse do you have? Take note, Sphere's input library is a bit dated by now. So any information would help!
I like the game - but one thing you could fix is the mouse. It goes ballistic when I move my mouse an inch.
No.

author=ten_blue_egyptians
before i download this, is there anything required to play this like the sphere program etc?
before i download this, is there anything required to play this like the sphere program etc?
Love the improvements! You didn't change anything in the essence of the game, just some minor improvements. Very cool.
My gateway drug is working, lol.
I haven't checked your new version it cause I got addicted to another tower defense game. But I will. :D
In a different version of this game, I'm going to just add the option of having the player choose to send the next wave, whenever. Then you don't have to worry about time. I'm thinking of something more like a fast-forward. So instead of a timer there'd be a shrinking timeline, that you can choose to speed up.
Yeah that flaw was in the older version to. Though in this new version even the early waves come pretty late. There's also a bug or something when you press escape multiple times the timer increases.
author=Shinan
I downloaded the updated version of this. And I'm actually playing it as I write this. Which should say something. Though what it says is not actually entirely positive since before when I played it I actually had to keep an eye on what happened on the screen. Something in the difficulty was turned down for the updated version since in the old version I never got past about 30 waves but right now I'm on wave 40 and I don't even have to look at the screen.

Which does take away from the intenseness of the game.


Yeah, its a weird thing when one says its too hard and another saids its too easy... I've been trying to balance as best as I can. I think the difficulty lacks in the exponential department, I focused too much on linearity.

An interesting notion:
To beat 200 waves means to play the game for more than 8 hours straight. This is due to a flaw, the timer will always increase, and won't automatically send the next wave. So on wave 50, you can easily have 100+ seconds to finish that wave, where 75 seconds is easily spent just sitting for the next wave to come. Where you'd then have 112 seconds, etc.
I downloaded the updated version of this. And I'm actually playing it as I write this. Which should say something. Though what it says is not actually entirely positive since before when I played it I actually had to keep an eye on what happened on the screen. Something in the difficulty was turned down for the updated version since in the old version I never got past about 30 waves but right now I'm on wave 40 and I don't even have to look at the screen.

Which does take away from the intenseness of the game.
I've convinced myself to make another follow up game. One that has a story and progression. I've always wanted to add boss monsters in the mix and unit upgrades for ammo and the like.

It's probably going to be released under a different name, because the game will look different: IE be more fantasy rather than turrets with bullets.
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