Linea, the Game similar games & best alternatives

Linea, the Game

PC (Microsoft Windows), Linux, Mac • 2016

Should you play it?

The goal of the game is to survive for more than 60 seconds on each level, dodging platforms and objects, listening to bitpop soundtracks. Four levels, online-records, achievements and trading cards are waiting for you.

What works
  • Challenging and addictive gameplay
  • Low price with good value
  • Minimalistic and clear graphics
  • Good electronic/chiptune soundtrack
  • Leaderboards and achievements add replayability
Things to keep in mind
  • Very short with limited levels
  • High difficulty may frustrate some players
  • Lack of content variety and customization
  • Some ui issues (restart menu)
  • Music can become repetitive

What to play next

Similar games, hidden gems, and fresh directions from this game.

Top picks

Games that feel the closest overall

  • Polygoneer

  • Slash It

  • Slash It 2

  • Blaite

  • Diamo XL

  • Cube Runner

  • THE BUTTON by Elendow

  • SlipSlop: World's Hardest Platformer Game

  • oO

Hidden Gems

Less popular games with surprisingly high similarity

  • Risky Rescue

  • Leap Up no jutsu

  • 1 Screen Platformer

If you liked…

Recommendations by what you enjoyed most

  • Competence

    Jamestown

  • Autonomy

    Manual Samuel - Last Tuesday Edition

  • Growth

    The Impossible Game

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • Scroll or double-click the chart to zoom out and see more games.

Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers (hidden on purpose).

Linea, the Game: Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Competition, Status, Story, Intimacy. It leans lower than usual among comparable games on Fantasy, Creativity, Experimenting.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    4

    "Players manually control every bodily function and movement, requiring active decision-making and coordination."

    Capsule for Manual Samuel - Last Tuesday Edition Manual Samuel - Last Tuesday Edition

    "Players control their own movements precisely with WASD or controller inputs to dodge obstacles, requiring active decision-making and personal control."

  • Competence

    Game with the same Competence vibe

    5

    "The game is challenging with a steep learning curve, requiring skillful dodging and mastery of mechanics, especially on higher difficulties."

    Capsule for Jamestown Jamestown

    "The game is described as very challenging, requiring fast reflexes and skillful dodging, with increasing difficulty and a steep learning curve."

  • Competition

    Game with the same Competition vibe

    3

    "Includes global leaderboards and scoring systems encouraging players to compete for high ranks, though primarily a single-player experience."

    Capsule for My Friend Pedro My Friend Pedro

    "Presence of global leaderboards and rankings motivates players to compete for high scores, though the game is primarily single-player."

  • Continuation

    Game with the same Continuation vibe

    3

    "Many players report addictive, engaging gameplay with a desire to complete all levels and replay for better performance, though the game is short."

    Capsule for Delete Delete

    "Players report addictive qualities and replaying levels to improve scores and achievements, though the game is short and some find it frustrating."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "The game is strictly single-player with no multiplayer or cooperative elements."

    Capsule for Production Line : Car factory simulation Production Line : Car factory simulation

    "The game is strictly single-player with no multiplayer or cooperative elements."

  • Creativity

    Game with the same Creativity vibe

    -4

    "Gameplay follows a fixed pattern of dodging obstacles with minimal customization or creative input."

    Capsule for TTV2 TTV2

    "Gameplay involves dodging preset obstacles with minimal variation; no building or customization is present."

  • Domination

    Game with the same Domination vibe

    -4

    "Interactions are individual and balanced; no evidence of exerting control or superiority over others."

    Capsule for Soulstone Survivors: Prologue Soulstone Survivors: Prologue

    "Interactions are individual and balanced; no evidence of exerting control or superiority over others."

  • Escapism

    Game with the same Escapism vibe

    3

    "Players use the game as a challenging and immersive distraction from real life, often for stress relief."

    Capsule for Panzer Corps 2 Panzer Corps 2

    "Players use the game as a distraction and stress relief, immersing themselves in the fast-paced challenge to forget real-life concerns."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily for fun and challenge, with no indication of obligation or external pressure."

    Capsule for Monaco: What's Yours Is Mine Monaco: What's Yours Is Mine

    "Players engage voluntarily for fun and challenge, with no indication of obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    -3

    "Levels and enemy patterns are fixed; players mainly learn and repeat known strategies rather than exploring new mechanics."

    Capsule for Battle Ram Battle Ram

    "Players mostly repeat known patterns and refine skills rather than exploring new mechanics or novel gameplay elements."

  • Exploration

    Game with the same Exploration vibe

    -4

    "Levels are fixed and repetitive; no open-world or discovery elements."

    Capsule for Control Craft 2 Control Craft 2

    "Levels are fixed and repeatable with limited variation; no open-world or discovery elements."

  • Expression

    Game with the same Expression vibe

    -5

    "No character or environment customization; minimalistic and standardized presentation."

    Capsule for Oik 3 Oik 3

    "No character or environment customization; minimalistic and standardized visual presentation."

  • Fantasy

    Game with the same Fantasy vibe

    -5

    "Game is abstract and minimalist with no narrative or fictional roleplay elements."

    Capsule for Oik Oik

    "The game is abstract and minimalistic, with no narrative or fictional roleplaying elements."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No social or community features; gameplay is solitary."

    Capsule for Sekiro™: Shadows Die Twice - GOTY Edition Sekiro™: Shadows Die Twice - GOTY Edition

    "No social or community features; gameplay is solitary."

  • Growth

    Game with the same Growth vibe

    4

    "Players develop skills, muscle memory, and reaction times through repeated practice."

    Capsule for The Impossible Game The Impossible Game

    "Players develop reaction skills and muscle memory through repeated practice and overcoming increasing difficulty."

  • Health

    Game with the same Health vibe

    -5

    "The game is sedentary with no physical activity or health-related features."

    Capsule for The Political Process The Political Process

    "The game is sedentary with no physical activity or health-related features."

  • Idle

    Game with the same Idle vibe

    -4

    "Requires continuous attention and focus; fast-paced gameplay demands active engagement."

    Capsule for Cyber Hook Cyber Hook

    "Requires continuous attention and focus; fast-paced gameplay demands active engagement."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No evidence of forming close relationships or emotional social interaction."

    Capsule for Breathedge Breathedge

    "No evidence of forming close relationships or emotional social interaction."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management roles; purely individual gameplay."

    Capsule for Slay the Spire Slay the Spire

    "No leadership or group management roles; purely individual gameplay."

  • Progression

    Game with the same Progression vibe

    3

    "Players unlock new characters and achievements as they complete levels, showing progression."

    Capsule for OneShift OneShift

    "Players unlock new levels by surviving 60 seconds, and can collect achievements and trading cards, showing some progression."

  • Relaxation

    Game with the same Relaxation vibe

    -3

    "The game induces tension and frustration due to difficulty, though some find flow in mastery."

    Capsule for The End Is Nigh The End Is Nigh

    "The game induces tension and frustration due to difficulty, though some find flow states when mastering levels."

  • Sensation

    Game with the same Sensation vibe

    3

    "Fast-paced visuals and music provide sensory stimulation and excitement."

    Capsule for Surfingers Surfingers

    "Fast-paced visuals and electronic music provide sensory stimulation and excitement."

  • Status

    Game with the same Status vibe

    2

    "Leaderboards and achievements offer some social recognition, though the game is mostly focused on individual play."

    Capsule for BLUE REVOLVER BLUE REVOLVER

    "Leaderboards and achievements provide some social recognition, though the game is mostly individual."

  • Story

    Game with the same Story vibe

    -5

    "No narrative or story elements; gameplay is context-free and abstract."

    Capsule for Geometry Dash Geometry Dash

    "No narrative or story elements; gameplay is context-free and abstract."

  • Strategy

    Game with the same Strategy vibe

    2

    "Requires timing and planning of movements, though overall mechanics are simple and reflex-based."

    Capsule for One More Line One More Line

    "Some pattern recognition and planning of movement trajectories are required, though mostly reflex-based."

  • Thrill

    Game with the same Thrill vibe

    4

    "High tension and adrenaline from challenging combat and risk of death create a thrilling experience."

    Capsule for Dead Cells Dead Cells

    "High tension and adrenaline from fast-paced dodging and risk of failure create a thrilling experience."

  • Value

    Game with the same Value vibe

    3

    "Players find the game worth its low price, especially on sale, though some note it is short."

    Capsule for Draw a Stickman: EPIC 2 Draw a Stickman: EPIC 2

    "Players find the game worth its low price, especially on sale, with achievements and trading cards adding value."

  • Violence

    Game with the same Violence vibe

    -5

    "No combat or destructive elements; gameplay focuses on avoidance and survival."

    Capsule for Velocibox Velocibox

    "No combat or destructive elements; gameplay focuses on avoidance and survival."

  • Survival

    Game with the same Survival vibe

    4

    "Core gameplay revolves around avoiding obstacles and surviving as long as possible to progress."

    Capsule for Velocibox Velocibox

    "Core gameplay revolves around avoiding obstacles to survive for 60 seconds per level."

Last update: 01/06/2026