00:00
00:00
Newgrounds Background Image Theme

Arnahan just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Reviews for "Envoy"

um, telling someone to go away when they die isnt really inspiring. i agree with geraiah, pretty much no point. nice graphics though, and dont give up, just make your future games have more interaction and excitment. two keys to control the game doesnt bode well.

Let's break it down...

The music sucks and is really annoying. The fact that it was repetitive really gave that annoying touch.

The graphics. Well, the interface was really good looking. The character and the roads and obstacles were not so bad. The background is too static. It made me fall asleep.

The gameplay. I like the intro--concise and easy to avoid-- The mechanics of the game were a bit off. It was really boring. Using only two buttons was really boring. The message when you die was really clever--way to put it bro... The only thing that gave the challenge was the lack of "jumpforce" in some jumps and the maximum speed... You could've added other types of obstacles and some enemies...

It's 2012, dude...and gamers aren't five year-olds. Games should really be mind-moving, awe-aspiring...if not, really, really violent...still if not, really really funny(hilarious and fun to play)...

Hey, you can try make it better, take a break, or make another game... Goodluck, Have Fun...

AzureGames responds:

Thanks for the detailed feedback!

First off, I would like to note that almost never do I ever start reviewing a game without giving it a fair chance.

This...is not one of those games.

Now game play seemed very half-assed when being considered. For example, the indicator to how far you can walk on the bridge is the broken up rubbled part at the end just before you jump, however, this indicator is actually false and you can actually walk further than the indicator suggests, which also leads to miscalculations when reaching an opposite platform. If the indicator for how far you can jump is inaccurate than this also means it is inaccurate for deducing where to land as well. Which when jumping to higher ledges results in hitting your head on an imaginary surface.

Another issue is the length of the levels and the lack of learning experience. I got done with stage one and asked myself what the Hell just happened due to it's lack of length. I have always figured that the first stage in any game is often the one spent teaching as much about the game as possible. With such a short level as the training level being only able to teach you "jump" and "shoot" I could already tell this game would be a disaster. In fact, I would say that it was plenty sad to say that in most games there is often also an indicator to certain events such as an "exit" sign at the end of a level, this one...the screen just ends, and the only challenge is the stupid jumping and shooting of objects in the way.

Second level, as it started I expected there to be some new variable or challenge, but to my surprise there really wasn't. But this is also when I noticed that the platform indicators were off and when I attempted to make a high jump, I almost made it, except my feet hit an invisible barrier just moments in front of the actual ledge, which proved to me how careless the design was.

The game had little thought to game control, design, and where it would be going. The story was bland, boring...and to match it so was the game. Barriers to objects need to match to the actual object and not be sloppily placed and also there needs to be more mechanics to the game play and better early on stages to attract attention.

Remember, a game isn't just overall how good it is in the end, but it must also seize a great impression before making an everlasting one. First impressions make the most of anything and if the first moments of game play have nothing good or interesting to provide...then what is the point of even playing when for all you know, it could suck...while other games leave lasting and wonderful impressions from the very start, even in the title menu.

Even the designs were very bland, from the avatar for your character to the general HUD.

Half a star for effort, but hopefully you make good out of this and other critiques.

~Damon

Oh god, where do I begin...

Boring, repetitive gameplay, infuriating jumps, mechanics that disappear for the entire game to pop up in the last few stages...

This, people, is bad design at its finest.

The shooting is introduced in the beginning, and then dropped completely until the end.

The upgrades mostly make the game EVEN HARDER.

The jumps are impossible without upgrades, and in the last two levels, they're unthinkable without maxxing out your stats, and just about impossible even with maxxed stats.

The scenery NEVER EFFING CHANGES. You never see anything different--it's just boring, repetitive scenery over and over.

And the story. Three paragraphs about a "resistance", and then a game where you run on a broken freeway and never meet anyone, then "conglaturation you have completed a great game"

God, what kind of half-assed studio made this game...

Wait.

You made SAS Zombie Survival and City Siege? But those are... good games...

WHAT IS WRONG WITH YOU? WHY WOULD YOU PUBLISH THIS GAME? WHY DID YOU DEVOTE RESOURCES AWAY FROM GOOD GAMES? WHY DOES THIS EVEN EXIST?

I don't usually give things zeros (I'm easily impressed) but this is absolutely terrible; even for a Flixel framework based game. I'm sorry, but this is without a doubt, one of the worst games I've played on Newgrounds. I'm only giving it a half a star because of the effort that goes into making flash games (even ones as simple and unappealing as this one)