Stronghold: Difference between revisions

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  |stars      = 8
  |stars      = 8
  |length    = 2m 34s (XL)
  |length    = 2m 34s (XL)
  |objects    = 65,535
  |objects    = 145,427
  |copytype  = No password
  |copytype  = No password
  |downloads  = 14.4M+
  |downloads  = 14.4M+
  |likes      = 403K+
  |likes      = 403.1K+
  |rating    = Mythic
  |rating    = Mythic
  |artist    = [https://autodidactic.newgrounds.com/ Autodidactic Studios]
  |artist    = [https://autodidactic.newgrounds.com/ Autodidactic Studios]
Line 16: Line 16:
  |musicid    = 118221
  |musicid    = 118221
}}
}}
Stronghold is an 2.2 Insane Mythic Level created by Debihan. The level is designed to be a tribute to the classic flash game Stick War. It features extensive custom art and unique animations of stickmen fighting in the background of the level. It is the 20th Event level, succeeding [[Eta Carnis]] and preceding [[Eastside]].
'''Stronghold''' is a [[Update 2.2|2.2]] Insane level by Debihan, published on 22 November 2025. The level is designed to be a tribute to the classic flash game ''Stick War''. It features extensive custom art and unique stickman animations in the background of the level. It is the 20th Event level, succeeding [[Eta Carnis]] and preceding [[Eastside]].
 


==Description==
==Description==
The level starts with a mini cube section that consists of jumping on platforms and orbs in a castle. At one point, the tempo of the soundtrack increases and the stickman raises the flag in the background. At the end of this stage, a ship is waiting for us, and we fly to the exit from the fortress. We then find ourselves in a city. There is brief robot gameplay consisting of fairly simple jumps and orbs before the speed is increased and there is a short ball stage, and then a cube stage. At this stage, you can see that military exercises are underway in the city. In the background, you can see a statue of the king, and the city is still continuing. At the end, we will move on to the next stage.
Stronghold begins with a mini-cube section that consists of jumping on platforms and orbs in a castle. At one point, the music's tempo increases, and the stickman raises the flag in the background. At the end of this section, a ship is waiting for us, and the player must fly to the exit from the fortress. The player then finds themselves in a city. There is brief robot gameplay consisting of fairly simple jumps and orbs before the speed increases. Next, there is a short ball section, then a cube section. At this section, military exercises are underway in the city. In the background, a statue of the king stands, and the city continues. At the end, the player transitions to the next section.


We get to a short cutscene where the cube jumps into the back of a wagon pulled by horses, before we find ourselves in a forest, jumping on orbs, logs and branches. There is a short spider stage, and then back the cube Military exercises in the background continue, involving crossbows and other tools. It is then night time, the only sources of light are lanterns and fireflies. The gameplay on the cube is similar to the past, jumping over obstacles and orbs. However, the speed is decreased. Orbs are initially black, but are ignited with fireflies. There is also a part on the ship where you fly over the stickmen sitting around the campfire.
The player enters a short cutscene where the cube jumps into the back of a wagon pulled by horses, then finds themselves in a forest, jumping on orbs, logs, and branches. There is a short spider section, and then back to the cube. Military exercises in the background continue, involving crossbows and other tools. It is then nighttime; the only sources of light are lanterns and fireflies. The gameplay on the cube is similar to the previous one, with jumping over obstacles and orbs. However, the speed decreases. Orbs are initially black but get ignited with fireflies. There is also a part where the player, as the ship, must fly over the stickmen sitting around the campfire.


We are now in snowy mountains. There is a short cube section and ship segment here. There are Christmas trees and rocks with wooden platforms around, orbs in the ice. On the ship, we fly around people frozen in the ice. We then get to a cutscene in which a map is shown. We're still in the mountains, but there's no snow here. Here the gameplay is more diverse: First comes the robot stage, then the cube, a short par ball and a UFO stage in which the player impales a stick figure with a spear. We then get back into a castle, there is a cube and a ball section. Great attention is paid to the background, there are tapestries and shields on the walls of the castle.
The player is now in the snowy mountains. There is a short cube section and a ship segment here. There are Christmas trees and rocks with wooden platforms around, orbs in the ice. As the ship, the player must fly around people frozen in the ice. The player then enters another cutscene that shows a map. The player is still in the mountains, but there is no snow here. Here, the gameplay is more diverse: first comes the robot section, then a cube, a short ball, and a UFO section, where the player impales a stick figure with a spear. The player returns to a castle; there are cube and ball sections. Great attention is paid to the background; tapestries and shields adorn the castle walls.


The pace of the soundtrack increases at this point. We leave the castle we go out into the rocks in the evening, and jump on walls, platforms and bridges. The gameplay is varied: First there is the usual cube stage, then a ball, a UFO, a cube and one swing alternate. At the end, there is a beautiful transition to the next part of the level. Then, a battle begins, we are in the city of another kingdom while it is raining. The gameplay and change of modes are the same as in the last sections, but they are not as sharp. At the end, we demolish the head of the statue of the king, which symbolizes the victory over another kingdom.
The music's pace increases at this point. The player leaves the castle and goes out into the rocks in the evening, jumping on walls, platforms, and bridges. The gameplay is varied: first, there is the usual cube stage, then a ball, a UFO, a cube, and a swing alternate. At the end, there is a beautiful transition to the next part of the level. Then a battle begins. The player is in the city of another kingdom while it is raining. The gameplay and change of game-modes are the same as in the last sections, but they are not as sharp. At the end, the player demolishes the head of the king's statue, which symbolises victory over another kingdom.


The final part of the level consists of credits, and then the level is completed.
The final part of the level consists of credits, and the level ends.


==Gameplay==
==Gameplay==
Line 34: Line 33:


==Trivia==
==Trivia==
*The level uses the mash-up "Entering the Stronghold" by Danny Schneidemesser and "Field of Memories" by Waterflame as the soundtrack. Both were used in the game Stick War.
*Stronghold uses one song and 41 sound effects (SFXs).
*The level was inspired by, and is a tribute to, the game Stick War.
*Stronghold uses the mash-up 'Entering the Stronghold' by Danny Schneidemesser and 'Field of Memories' by Waterflame. Both were used in the game ''Stick War''.
*This level was nominated for Best Intermediate Classic in [[The Geometry Dash Awards]] 2025, along with fellow Events levels [[Eta Carnis]] and [[FUNHOUSE]] .It placed the lowest of the six.
*Stronghold was inspired by, and is a tribute to, the game ''Stick War''.
*Stronghold was nominated for ''Best Intermediate Classic'' in [[The Geometry Dash Awards|The Geometry Dash Awards 2025]], along with fellow Events levels Eta Carnis and [[FUNHOUSE]]. It ranked lowest among the six.
[[Category:Classic levels]]

Revision as of 14:31, 29 May 2026

Stronghold
ID

128453511

Creator(s)

Debihan

Created
Attributes
Difficulty

Length

2m 34s (XL)

Objects

145,427

Copy type

No password

Statistics
Downloads

14.4M+

Likes

403.1K+

Rating

Mythic

Audio info
Music ID

118221

Stronghold is a 2.2 Insane level by Debihan, published on 22 November 2025. The level is designed to be a tribute to the classic flash game Stick War. It features extensive custom art and unique stickman animations in the background of the level. It is the 20th Event level, succeeding Eta Carnis and preceding Eastside.

Description

Stronghold begins with a mini-cube section that consists of jumping on platforms and orbs in a castle. At one point, the music's tempo increases, and the stickman raises the flag in the background. At the end of this section, a ship is waiting for us, and the player must fly to the exit from the fortress. The player then finds themselves in a city. There is brief robot gameplay consisting of fairly simple jumps and orbs before the speed increases. Next, there is a short ball section, then a cube section. At this section, military exercises are underway in the city. In the background, a statue of the king stands, and the city continues. At the end, the player transitions to the next section.

The player enters a short cutscene where the cube jumps into the back of a wagon pulled by horses, then finds themselves in a forest, jumping on orbs, logs, and branches. There is a short spider section, and then back to the cube. Military exercises in the background continue, involving crossbows and other tools. It is then nighttime; the only sources of light are lanterns and fireflies. The gameplay on the cube is similar to the previous one, with jumping over obstacles and orbs. However, the speed decreases. Orbs are initially black but get ignited with fireflies. There is also a part where the player, as the ship, must fly over the stickmen sitting around the campfire.

The player is now in the snowy mountains. There is a short cube section and a ship segment here. There are Christmas trees and rocks with wooden platforms around, orbs in the ice. As the ship, the player must fly around people frozen in the ice. The player then enters another cutscene that shows a map. The player is still in the mountains, but there is no snow here. Here, the gameplay is more diverse: first comes the robot section, then a cube, a short ball, and a UFO section, where the player impales a stick figure with a spear. The player returns to a castle; there are cube and ball sections. Great attention is paid to the background; tapestries and shields adorn the castle walls.

The music's pace increases at this point. The player leaves the castle and goes out into the rocks in the evening, jumping on walls, platforms, and bridges. The gameplay is varied: first, there is the usual cube stage, then a ball, a UFO, a cube, and a swing alternate. At the end, there is a beautiful transition to the next part of the level. Then a battle begins. The player is in the city of another kingdom while it is raining. The gameplay and change of game-modes are the same as in the last sections, but they are not as sharp. At the end, the player demolishes the head of the king's statue, which symbolises victory over another kingdom.

The final part of the level consists of credits, and the level ends.

Gameplay






Trivia

  • Stronghold uses one song and 41 sound effects (SFXs).
  • Stronghold uses the mash-up 'Entering the Stronghold' by Danny Schneidemesser and 'Field of Memories' by Waterflame. Both were used in the game Stick War.
  • Stronghold was inspired by, and is a tribute to, the game Stick War.
  • Stronghold was nominated for Best Intermediate Classic in The Geometry Dash Awards 2025, along with fellow Events levels Eta Carnis and FUNHOUSE. It ranked lowest among the six.