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Consume_Evil

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Armed with a divine sword and a ravenous appetite, rid the world of the abominations that plague it.


And maybe make some friends along the way.


CONSUME_EVIL is a platformer all about dodging and weaving through waves of projectiles using a short-range teleportation skill.


It's also an interactive fiction with five unique "romance" "storylines" unlocked through gameplay.

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Big glitch I found:
- I only unlocked three areas and can't progress any further. I ate the dude who was on the couch just before going on the second mission. I don't think that was supposed to happen until after I beat all the levels in that area.

Aside from the glitch, I was enjoying the game. There is dialogue that you can miss by not interacting with things in between missions. The missions are short and sweet. It feels as though this is a continuation of this universes' story; was there a game before this one dealing with the same universe? I would've liked to explore more of the game, but I'd understand if nothing could be done about it since this is an older project.

Fred-Bird responds:

UPDATE: Apparently I had changed my mind about the "romance" conditions for Philon halfway through and forgot the adjust accordingly :V
It fixed now.
Im glad you enjoyed the world! This game goes before heavenly escape, and there will be more that go both before this and after h-e. But it'll take a while haha

ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ fell asleep waiting for load bar to fill! This machine is great it both SUCKS and BLOWS!

Fred-Bird responds:

You might want to find a better internet connection to play.

Can't get past the controls, they feel awful.

Fred-Bird responds:

Thank you, I try.

Projectiles that stick around forever don't allow for interesting level design. Every single level is just about dashing to the end as quickly as possible, because every second that you wait means another three to three billion projectiles will be flying around the place. Combine that with the fact that you can repeatedly air-dash upwards to fly over most enemies and all the levels feel same-y. I honestly can't remember a single one of the levels in any sort of detail cuz they're all approached in effectively identical manners.

Everything _outside_ the main gameplay was far more interesting to me; without that entertaining story and the solid presentation thereof, I probably would've stopped partway through.

One fix would be to have the game actually work as the tutorial advertised. If dashing through a projectile destroyed it as in the tutorial, taking a more tactical approach would be possible, instead of just making the player rush through every level instantaneously. Then you could have far denser projectile patterns and even play around more with the homing shots that show up only briefly in the current version. I'm really not sure why that mechanic is introduced in the tutorial and then never shows up again; it's quite awkward.

Fred-Bird responds:

The disappearing canons in the first tutorial level were to avoid getting overwhelming as the game just starts, it never even crossed my mind to make that a feature throughout... I think it could indeed have made for an interesting mechanic to play with, more puzzle, less twitchy. Thank you for your feedback.

Really great premise and execution, but the lag and glitches get in the way, especially in the moon levels, Moon_6 is the main offender in this area. But nothing a patch can't fix, really dug the characters and art style too. Oh, and there's a way to get stuck under the floor in Moon_6 if you keep dashing at lower boxes.

Fred-Bird responds:

The lag seems to be an issue with the html export of the engine. I've made a lazy fix for now so it doesn't get in the way of completion too much, as moon-6 is the final level... I'll look into the issue properly now. Glad you enjoyed!

Credits & Info

Views
2,066
Faves:
7
Votes
119
Score
2.95 / 5.00

Uploaded
Nov 9, 2019
12:39 PM EST
Software
  • Godot Engine