![]() At the start of a run, you’re given a random melee weapon and a curse and you’re stuck with them until you find something better. Trust me, that third one is the most important. Or there are other places you can go between mini-dungeons, like a healing station or a shop.Ĭombat in Cult of the Lamb has three elements. Additionally, each run is a series of these mini-dungeons as chosen by you in the flow-chart system popularized by Slay the Spire. Especially as there are also non-combat rooms that can give you items and perks that can drastically change how you go about fights. There’s a limited room variety, but the changed up enemy lineup and randomized weapons helps to make each run feel unique. ![]() These doors seal when you walk in until all the enemies are dead. It works on the room grid method, so each map is a bunch of rooms floating in a void connected by doors. The dungeon crawling section is a pretty standard roguelike hack and slash. Especially since your followers age and die (or you can murder/sacrifice them, because, you know, cult) necessitating you to go out and get replacements. You never feel like you’re 100% confidant that you’re completely sustainable, which is exactly the feeling this should evoke. This system works out well, requiring you to pay attention to your cult and plan your structures and resource refinement carefully, and balance various factors like hunger versus medicine. Refusing or failing a quest is a blow against your cult’s faith, but you can get quest to cook meals requiring ingredients three whole areas away from where you are now, or the resurrect a follower who is very much still alive. The reason I bring them up is that due to their random nature, you can get screwed. Even the ones that seem like they have a story really don’t, don’t be fooled. These are not in any way story related and mostly serve to signpost mechanics you may not know about that you’ll need if you’re desperate. Quick sidenote, one of the ways you up loyalty is by doing quests for your followers. This is your encouragement to have a cult compound that’s an actual usable living space for the people you kidnap and indoctrinate. Others are upgrades for your weapons and curses to make your dungeon crawling easier.īy getting your followers loyalty to you up, they’ll eventually gain levels producing more faith for you, so you get upgrades faster. Some are upgrades for your compound, like getting new structures. Or actually grow and harvest their own food so they don’t starve to death.īut that sounds like a whole lot of work and as I’ll get around to describing later, these cultists have no real personality to encourage you to care about them, so why bother? Well, it’s because these gullible shmucks worship you, and their faith can be harnessed for upgrades. It’s your job to get your followers food and shelter as well as setting up infrastructure so that your followers can automatically gather more resources or other useful items. This is where the management section comes in. And to be a cult leader, you need, you know, actual cultists. You are the leader of a cult that worships an eldritch god known as The One Who Waits. Cult of the Lamb follows this general model to a T and does it well. ![]() The easy solution is to tie them together somehow, like going exploring for resources for the base, and using the base to upgrade your gear for the exploration. Or worse, people will hate both parts, finding they compete too much. If you do it wrong, the people who enjoy the action segments will hate the management, and/or the people who enjoy the management will hate the combat sections. If you’re going to combine genres like colony management with any kind of non-strategic gameplay, you have to handle it very carefully, as these gameplay styles are generally at odds. ![]()
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