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Reviews for "Hold The Line"

Sweet!

This game has truly appealing graphics.

WELL

A VERY SIMPLE GAME, MAYBE NEED MORE GRAPHICS, YOU CAN DO IT DON´T WORRY.

Pay 'n Spray

In today's "market" of defence games it is hard to come up with something new, and in terms on innovation Hold the Line does not fare too well. Despite my initial enjoyment I was later overwhelmed by the feeling of "Does this have a point?" and when I finaly, in a way, ended myself, I did not I landed in the top 10 for the 10, though I guess if I was persistant I would had reached higher. The fact why I include my score is that I did not feel challenged at some point and thus am amazed that I managed to go so far.

Hold the Line is your almost generic defense game, which might remind us in part of Left for Dead in terms of controls and usage, however LFD 2 had some things which HTL did not, and that is purpose. Call me boring but in Defense games I enjoy seeing a choice between two possibilities, a campaign, or "Sandbox mode". HTL looks like a perfect sandbox, but now I will state, why "not".

Although HTL is a very comfy game of "We are not at all serious here" the first four weapons were very useful (especialy the Minigun and Harpoon Gun), however I did not go as far as getting the Death Ray or the Sat Gun because I feared that they might reach the level of "One Shot Kill" and all the earlier difficulties would simply dissapear.

During certain rounds (especialy the early ones) I found no challenge at all, sometimes not letting a single stick man get to the sandbags with as much as a yawn escaping my mouth. Others it was very satisfyingly hard, but those were a minority in my case.

Weapons are most of the times well balanced, especialy when the new enemies effectively manage to limit their effectiveness (note: Shield bearers). Though I did not see any penalty for letting weapon overheat, except for not being able to shoot. Perhaps on Hard difficulty it should be set that when a weapon overheats the "reload time" is longer than usual, and you are unable to fire. A suitable penalty in my opinion.

The one thing which made me quirk a brow was the fact that AKs had to stand closer than pistols in order to make effective damage. I would personaly suggest changing the requiered distance of Pistols and AKs to be swapped around. It would look and sound more feasible, and furthermore be an even greater if the Shield Bearers were not taken out early enough.

One final bad note is that at the end of my Defender carreer I could not help but think that what was happening was unoriginal enemy spamming to the point where I was realy annoyed with a whole line of shields moving in a perfect wall not letting me kill the bombers behind them. The flying bombers are a fine idea, but on such a small area it is hard to react against them, especialy with so much already happening on the ground.

The Good points are the simpel graphics, pleasant to the eye. Good sound effects, and lack of music (which sometimes in defense games makes it hard to hear what enemy is approaching). One thing on the graphics though, though more on the esthetical side, if the gun and minigun shells could dissapear after a while it would make the map look a bit clearer in my opinion. Not that it isn't but I hardly want to see a sea of yellow on my side of the barricade.

To get things further I would suggest (like in most defense games) weapon and defensive upgrades. Maybe Barbed wires, mines, or if we go to the absurd catapults chucking SPAM cans at the incoming enemy? A wider area would also be a good thing I think, to let the player react more freely to larger enemy numbers,

In general HTL was ok. Hardly a gem in the crown of Defense games but one step at a time and it might be something that other Defense game designers may aspire to.

Super awesome and addictive =D

One of the better stick games I've played, and I've played a lot of stick games.
Definitely the best submission today (although I haven't seen all of them)
5/5 10/10 And two thumbs way up :)

-awesomecooper-

Alright Game

Hey.

Gameplay:
- Nice game, although, I'd add more enemy types to keep it interesting. I only saw the guys with the knives and then guys with the rifles, so I don't know if there are any more types. (I'll give the benefit of the doubt, and presume that there are, especially with those high-end-looking wepaons. ;-))

- I'm not sure if your game does this, but consider adding a little bonuses for quickly killing enemies. Or, perhaps, consider the bonus for accuracy; if you kill so many enemies with a single shot to the head.

Audio:
- Tone down the gunshot audio sounds. They are a little too loud.

- Add at least two similar sounding sounds for the following:
a). when shots are fired;
b). when enemies are killed.
The game sounds are very monotonous, and it gets annoying very quickly. Putting that monotonous sound in your intro When the three guys get killed by the logo, was a quick turn-off, and from that point on, I knew the audio was going to get annoying.

Graphics:
- No issues with graphics.

Polish:
- Consider adding the number of guys left to kill to reach the end of the stage, or if it's time based, then display that.

- Use some sort of transition when clearing a level. Don't just abruptly end it. Also, I'd actually end the level once all the enemies are killed. (It always suddenly ends with me engaged in combat; doesn't seem right. :-\)

- The shells are a nice touch, but consider cleaning them up at the end of each level, every other level, or something like that.

- On some levels, perhaps have your character and barricades on the left side of the screen, with enemies coming from the right. IMHO, this would keep teh game fresh a little more.

Other than those, not too shabby, soldier.

_________________
-Ziro out.