comments for Let It Consume
sort: go backOnly critiques at this time are that the "Attack Mode" feels useless with the current upgrade costs, and the final 5-ish upgrades of the demo feels disproportionately more grindy than the rest of the demo.
I only entered Attack Mode twice to try it out, but I never actually needed to. I obtained more than enough souls for all the upgrades passively from the minions falling into the hole, and that was true even before getting to the hole upgrades. And then when you get to the content, it directly clashes with the playstyle needed to utilize them.
I would also appreciate a toggle for the retro tv filter if possible. Personally filters like that hurt my eyes after a while.
developer response: I already fixed that! But yeah I should've thought about it sooner, I know it's the oldest excuse ever but... It looked good on my screen xd
developer response: There's a steam logo in the main menu, but it could probably be a bit bigger/clearer :p
Here's the link in case you're interested: https://store.steampowered.com/app/4161970/Let_It_Consume/ :)
developer response: Fixed it! Sorry about that :/
Other than that
It's peak.
The beginning of the game, learning how to get 2 or more minions in the Harvester was very fun, and lead to some excitement as the upgrades kept coming, and you could keep getting more and more Minions in the Harvester. It was great.
The graphics are very cute, and the red shading pixels on the cursor reminded me of Downwell from a long time ago. Although, the circle just being scaled up proportionally felt just a little lackluster, but that might just be a me issue. I would've preferred if the line thickness went up subtly, or there were more marching ants going around. Nevertheless, the graphics are cute, and I loved siphoning the souls and faith from these little guys. The filter on the Upgrades screen was a nice subtle touch.
The only issue I have with this game is the Preachers and the guilt system - it works kind of fine, but there are just a few issues that bog it down - the first and foremost being the randomness in spawning them. While this definitely balances out farming tons of souls immediately, it can still be frustrating when you get runs where 3/4 Preachers are spawned on the left side of the pit, leaving the one in the center to fend for itself. Along with this, the pit's size being maxed out and the minion attraction rate to it just makes things harder for the Preachers - they have to deal with the minions jumping into the pit before they get a chance to harvest Guilt. It could be clever commentary, but it feels a little frustrating when you can't harvest Guilt because the minion you were about to harvest was one pixel too close and jumped into the pit. It makes the process of getting Guilt much harder than it needs to be.
The solution I would suggest would be deploying your Preachers with Left-click, since it's not bound to anything during gameplay, and then they wander around slightly aimlessly. It would take away the frustration of rolling bad Preacher RNG. Or, maybe separate Preachers when there's 3 or more within a very close area, and keep it completely random. Regardless, they were still pretty fun to play around with until the game ended.
Overall though, this game has some promise and I can't wait to see where it goes next, especially with the foreboding locked upgrades. Great work!
developer response: Thanks for the amazing feedback! Today I finally somewhat fixed the preachers, they will now spawn further away from each other, walk at a safe distance from the pit so that they can grab the minions before it's too late, and they'll try to avoid each other as much as possible (but movement is still mostly random, so 2 may end up grouping nevertheless)



















developer response: Should be fixed now! Sorry for the inconvenience :/