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You are not the hero. You are the one who holds the line.
What happens when the world is waiting for its hero, but someone still has to survive long enough for that hero to arrive?
Hold The Line is a short, narrative-driven action game about an ordinary knight tasked with defending a city against the Demon King's army. You aren't the chosen one, the legendary warrior, or the person destined to save the world.
You're simply the one standing between the enemy and everyone behind you.
Survive relentless waves of demons, use counter-based combat to hold your ground, and make decisions that determine how much longer you can endure. You can call for support and delay the hero's arrival, or face the enemy alone and accept the consequences.
Eventually, the Demon King will appear.
And when that happens, victory is no longer the objective.
You just need to buy more time.
Developed for Cookie Jam #3 on April 5, 2026, Hold The Line started with a relatively straightforward premise.
I wanted to create a side story about the ordinary people who protect the world while the actual heroes are busy on their way. A small-scale narrative with a simple gameplay loop, a few meaningful decisions, and a final last stand.
The scope wasn't particularly ambitious. The idea was clear, and the project seemed manageable.
Unfortunately, the development process had other plans.
After the experience of Absolute Zero, I had hoped things would improve with the next project.
But once again, procrastination became a major problem.
Some programmers and artists made very little progress until the final 24 hours. Others were stuck but didn't communicate their problems until the deadline was already approaching.
It was frustrating, especially because I had already experienced something similar before.
I kept wondering whether we were heading toward another failure. And unfortunately, the answer was yes.
The project didn't meet my expectations, even though its scope wasn't particularly large. Some assets weren't delivered in time, and I eventually had to find free assets myself just to keep development moving.
It felt like I was holding the entire project together while waiting for everyone else to arrive.
A little too similar to the game's premise, perhaps.
Looking back, there was one major mistake I hadn't properly addressed: there were no individual deadlines.
I had assigned responsibilities, but I hadn't established enough checkpoints to ensure that progress was actually happening.
Without clear deadlines, people tended to work whenever they felt ready, sometimes leaving everything until the final days. Problems stayed hidden until there was barely enough time to respond.
I had focused too much on assigning tasks and not enough on tracking their progress.
That realization was important. A project doesn't move forward simply because everyone knows what they're supposed to do. It needs clear expectations, regular updates, and deadlines that make progress measurable.
And when someone gets stuck, the team needs to know early enough to do something about it.
Hold The Line became another disappointing experience, following the problems I had encountered during Absolute Zero.
Two projects in a row had left me questioning whether I was capable of building and leading a reliable team.
It was difficult not to feel that most of the work depended on me. When I handled things myself, progress continued. When I depended on others, the project risked falling behind.
That isn't a sustainable way to build a studio.
But rather than immediately giving up on teamwork, I decided to try something different.
Right after this project, I joined a local game jam with a randomized team instead of working with the same group again.
I wanted a change of environment, new people to work with, and honestly, a little breathing room after two consecutive disappointments.
I didn't know whether that would solve anything.
But I needed to find out.
Hold The Line wasn't the project I originally envisioned, and its development process left me with more questions than answers.
Still, it taught me something I should have recognized earlier: leadership isn't just about making sure the game gets finished. It's about building a process where people can contribute reliably, communicate problems, and understand their responsibilities.
Sometimes, holding the line means carrying the project yourself.
But if that's the only way the project can survive, then something needs to change.
The hero is on the way. But next time, I hope the rest of the team arrives before the final 24 hours.
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