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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
  • 23660
  • 7
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Posts

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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
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.
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! :)
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