Compara los precios de Line/Dash en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Gamera Interactive. Publicado por Gamera Interactive. Lanzado el 11/7/2016. Disponible en PC, Mac, Linux. Géneros: Action, Indie.

Two mouse buttons, one relentless wave of enemies, and a canvas that paints itself from your reflex decisions. Micro-session arcade trance for players who appreciate when a tiny game has a genuine aesthetic heartbeat.

I have a soft spot for games that started life as a Ludum Dare jam entry and somehow kept their soul on the way to a Steam release. Line/Dash is exactly that kind of project. The whole mechanical vocabulary fits on a sticky note: left-click drops a line from the top of the screen, right-click sends it dashing forward. Enemies come from the right, your lines intercept them, you juggle bullets and block movement, the screen starts to shake with every impact, and somehow thirty seconds in you are no longer thinking about the controls at all. What makes it worth talking about is what happens to the visuals as you play. The game opens in black and white - sparse, clean, almost clinical. Survive long enough and the palette shifts, neon hues bleeding into the backgrounds on alternating black-or-white fields as your lines split and cross each other. Every run generates a slightly different visual record of how you played. The original designer called it a "procedural multimedia sculpture" and that phrase is accurate without being precious. The screen really does become a painting of your session, which gives Line/Dash a curious secondary pleasure beyond the score-chasing loop. The audio works in a similar spirit. Each collision with an enemy produces a randomized note harmonized to a pentatonic scale, so your defensive play generates something resembling improvised music. It never builds into a full score - and that is honestly one of the game's genuine limitations. Players who expect the soundscape to escalate the way the visuals do will find the audio feels underdeveloped by the midpoint of a run. The developer has acknowledged this openly, and I respect that honesty even if the gap between audio ambition and execution is real. The other thing to be clear about: this is a deliberately narrow game. There is one mode, one enemy type, a lives system as your buffer against the fail condition, and a leaderboard for context. No progression unlocks, no build variety, no campaign. The original designer made a conscious choice to keep scope small, and the result is something that knows exactly what it is. For players who want ten hours of content, Line/Dash will disappoint within fifteen minutes. For players who orbit games like Rez or old-school arcade bullet-jugglers and want something that respects their time while delivering a genuine kinesthetic loop, the slim runtime is a feature. It also has the honest mark of something that ranked in Ludum Dare's innovation category, which tells you something about where its energy was concentrated. Mac users should note a platform warning: the game is not compatible with macOS 10.15 Catalina or above, so check your OS version before committing. On PC and Linux it runs without issue. Steam reviews land at a modest but honest mostly-positive rating from a small sample of players, which tracks with a game this niche. Kai, Scout Team

Line/Dash

Line/Dash

11 jul 2016Gamera Interactive
GamerScout opina

Two mouse buttons, one relentless wave of enemies, and a canvas that paints itself from your reflex decisions. Micro-session arcade trance for players who appreciate when a tiny game has a genuine aesthetic heartbeat.

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Mínimo histórico: €0.26

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Acerca de Line/Dash

I have a soft spot for games that started life as a Ludum Dare jam entry and somehow kept their soul on the way to a Steam release. Line/Dash is exactly that kind of project. The whole mechanical vocabulary fits on a sticky note: left-click drops a line from the top of the screen, right-click sends it dashing forward. Enemies come from the right, your lines intercept them, you juggle bullets and block movement, the screen starts to shake with every impact, and somehow thirty seconds in you are no longer thinking about the controls at all. What makes it worth talking about is what happens to the visuals as you play. The game opens in black and white - sparse, clean, almost clinical. Survive long enough and the palette shifts, neon hues bleeding into the backgrounds on alternating black-or-white fields as your lines split and cross each other. Every run generates a slightly different visual record of how you played. The original designer called it a "procedural multimedia sculpture" and that phrase is accurate without being precious. The screen really does become a painting of your session, which gives Line/Dash a curious secondary pleasure beyond the score-chasing loop. The audio works in a similar spirit. Each collision with an enemy produces a randomized note harmonized to a pentatonic scale, so your defensive play generates something resembling improvised music. It never builds into a full score - and that is honestly one of the game's genuine limitations. Players who expect the soundscape to escalate the way the visuals do will find the audio feels underdeveloped by the midpoint of a run. The developer has acknowledged this openly, and I respect that honesty even if the gap between audio ambition and execution is real. The other thing to be clear about: this is a deliberately narrow game. There is one mode, one enemy type, a lives system as your buffer against the fail condition, and a leaderboard for context. No progression unlocks, no build variety, no campaign. The original designer made a conscious choice to keep scope small, and the result is something that knows exactly what it is. For players who want ten hours of content, Line/Dash will disappoint within fifteen minutes. For players who orbit games like Rez or old-school arcade bullet-jugglers and want something that respects their time while delivering a genuine kinesthetic loop, the slim runtime is a feature. It also has the honest mark of something that ranked in Ludum Dare's innovation category, which tells you something about where its energy was concentrated. Mac users should note a platform warning: the game is not compatible with macOS 10.15 Catalina or above, so check your OS version before committing. On PC and Linux it runs without issue. Steam reviews land at a modest but honest mostly-positive rating from a small sample of players, which tracks with a game this niche.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertrading-cardstier:sub-5Arcade Score-ChaserProcedural VisualsTwo-Button ControlsMinimalist AestheticLudum Dare OriginKinesthetic FeedbackPentatonic Soundscape

Requisitos del sistema

Mínimos

OS
Windows XP SP2+
Graphics
DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work.
Processor
SSE2 instruction set support.

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Información del juego

Desarrolladora
Gamera Interactive
Distribuidora
Gamera Interactive
Fecha de lanzamiento
11 jul 2016

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¿En qué plataformas está disponible Line/Dash?

Line/Dash está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Line/Dash?

Line/Dash se lanzó el 11 de julio de 2016.

¿Quién desarrolló Line/Dash?

Line/Dash fue desarrollado por Gamera Interactive.