Cult of the Lamb in review: First we were possessed, then we went rogue

Special analysis, reports, and background for gamers, role-playing generals, and single-player enthusiasts Experts who understand the game. Your benefits: Cult of the Lamb is not just arousing interest due to its mixture of build-up sim …

Special analysis, reports, and background for gamers, role-playing generals, and single-player enthusiasts Experts who understand the game. Your benefits:

Cult of the Lamb is not just arousing interest due to its mixture of build-up sim and roguelike. It also has its distinctive appeal due to its attractive macabre and spooky setting. Like a cute lamb, we’re sacrificed at the start of the game to keep the return of a deity sealed off and only to be brought back by that god. In the future, we’ll not just build an occult that is satanic in honor of our new boss, but we’ll also attempt to dismantle the seals that bind him. To do this, we’ll need to take on four gods simultaneously.

In the same way, it’s quite cute and colorful to be considered serious. Due to the clever blend of gameplay techniques, Cult of the Lamb can be very stimulating, especially in the beginning. However, we’ll go over why we’d like to have seen more at the end of the game in the final test.

The only PC version available: We could only play the game’s PC version before it was released because the console version will be available after the launch. However, we will play the game on the console when possible and add it to this review if we find any differences.

Dungeon-shredding, as described in the book

We’ve seen the basics that is Cult of the Lamb often enough in Roguelites: Four dungeons are ruled by the four creatures-like gods we wish to defeat.

In each game, we receive a randomly chosen weapon from a small selection of melee weapons that differ in speed and damage. Daggers, for instance, are weak but quick, and we can strike much slower but more forcefully. Additionally, we can use an attack that is a zone, known as a “curse,” that we can utilize to freeze or transform enemies. But, we must recharge it after just a few instances by killing enemies before using it.

Armed with weapons as well as a curse, dodge roll, and weapon and dodge roll, we smash as we move through many dungeon rooms, reminiscent of The Binding of Isaac in terms of the structure. A variety of typical adversaries are there, like cultists, who strike us with knives or shoot deadly arrows at us. Some spiders lurk and swoop at us with their webs.

Apart from enemies, there are other rooms where we can discover tools for building cults and new members to the cult, or tarot cards which give us additional bonuses like attacks speed or even life power to go with the run. Therefore, we will choose which aspect we would like to focus on. This has an impact on our present game but also on our overall performance in the game – more on this shortly.

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Technical performance Most of the time, the game played smoothly on our PC tests. However, we ran into a few bugs that affected our gaming experience. For instance, several times, our players were released from prison, and we could not engage with them. In certain dungeons, the enemies were suddenly invisible and did not have a hitbox. In one of the boss battles, a boss still attacked us even after we had defeated it.

Different difficulty levels

In addition, we cannot progress to the final boss in each dungeon on the first attempt. It is better to first beat an intermediate boss three times in a single run before the path to the specific god is cleared.

This is particularly unfortunate when we were lucky to use our tools and wanted to venture deeper into the dungeon but were required to return due to the boss’s obstacle. However, the game isn’t challenging, particularly on the standard difficulty. But, players who want more challenges may choose any of the stricter difficulty levels or continue playing with ease for a less stressful game.

We will lose some of the collected items if we are killed along the way. However, as Roguelite, we have the chance to keep an of our stuff and become more powerful as the game progresses. And that’s the point where our cult comes into the game.

A. The Endgame grind: One of the major benefits of Cult of the Lamb is that we can always progress rapidly, whether within the cult or the numerous dungeons. However, towards the end of everything, we face an obstacle that causes huge work for us. We require a certain number of followers to gain access to the final dungeon. This is considerably greater than the number we had. Dennis and I both Dennis me and Dennis lack six followers. This is not the least because some died in the final dungeon.

A cult that seeks to subjugate all

If we succeed in returning from a workout or even die, we are back in our cult community. The people we gathered on the way and whose needs are our responsibility are waiting for us. Therefore, we must cook meals regularly using material we have collected, construct sleeping spaces, construct an institution for them to stay in should they become sick, or boost their dedication to make them more valuable.

In this case, it is essential to keep an eye on the requirements of our followers, precisely when time is passing, even during our dungeon-running. If, for instance, someone dies from old age when we’re on the move, and his body is rotting around for a few days, it causes displeasure to other followers. This can make followers turn to us and even rail towards us until they change them back.

It’s not enough to cook some food for a short time after a run, and we must ensure the health and welfare of our animals. It’s fun initially; however, it soon turns into a lot of work, as nothing is changed in the basic principle throughout the game.

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Our followers revere us and motivate us, which is an essential energy source. Once we’ve gathered enough to build new structures with which we could temporarily transform followers into demons, for instance, to support us in combat, or they can extract resources. This is why an overview of the activities of our members could be handy as once our group is in double figures, it becomes difficult to keep on top of the number of followers.

At our local church, we can also preach sermons and conduct rituals that help increase faith. Then, we can use this to enhance our stats for the long term, like damage to weapons or even our lives.

How is this mix work?

Therefore, dungeon crawl and building sims work well together and offer plenty of incentives, particularly when the games are just beginning. Even after a disastrous run, We look forward to returning with materials and possibly making a brand new structure for our congregation or capable of affording a permanent addition after the following sermon. Other activities like fishing or a fun dice game should you ever require an escape from shredding and building.

A lot of mechanics, but not much detail:After some time, however, the initial excitement fades slightly. Since Cult of the Lamb simply isn’t diverse over the long haul. While there is a wealth of techniques based on fighting and building, as well as desires, beliefs, and the like, none truly goes into detail. The combat system is quickly mastery and, with the limited weapon types, doesn’t differ in any way from run to. The different kinds of monsters found within the dungeons give diversity. Also, the cult administration is the most thrilling initially, but then it becomes a routine of satisfying demands and earning rewards.

But that does not mean that the game isn’t entertaining. Even when the initial enthusiasm is a little stale in the second part of the dungeon, and the final portion isn’t fascinating, the experience of building, fighting, or earning points is enjoyable. Just for a second, going through the motivation may never be sufficient for all.

The manageable playing time of 14-18 hours benefits Cult of the Lamb. This means the game will attract fans of less demanding roguelikes and build games by combining an innovative concept and keeping them entertained for a short time before becoming dull.

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