
They all have positive and negative traits, but these: can't be altered they're only small adjustments to begin with and they feel inconsequential since Followers are essentially disposable. There are many structures to build, cult-wide upgrades to enact, and miscellaneous interactions with Followers, though here, too, the game doesn't allow enough room for individual Followers to feel substantive. The combo is a fun gimmick that works through a fair portion of the game, and actual cult management allows for a bit more direction and choice in progression. The joy of watching the cult expand is real, but it also cleverly hooks into the core loop, sending the Lamb back out into the various dungeons to farm for materials and complete quests for Followers. Of course, Cult of the Lamb's cute and creepy core premise is not to be a pure roguelite, but one that also incorporates a fully featured town management simulation inside it, and this is where it does its best work. Related: The Best Indie Games Of 2022 (So Far) More powerful weapons and a larger pool of them add variety and a sense of progress, but new relationships are seldom built between them, leaving some upgrades feeling soulless.
#Cult of the lamb cat follower upgrade#
This lack of synergy goes for many of the game's upgrade systems as well, which never feel as though they contribute to an interesting and unique set of choices so much as a gradually snowballing array of equally viable options. Indeed, most runs will see players abandon their primary and secondary weapons multiple times as better, stronger choices become available at shops and stations. Players are asked to make a variety of choices from run to run, but it almost never feels like one weapon is the right option because of the cards acquired so far, or that a certain card perfectly compliments one's arsenal. In the case of Hades, each individual weapon changes the core gameplay fundamentally, and there's a diverse array of specializations that can be undertaken as a run goes on, allowing players to feel clever about how they've chosen to progress.Ĭult of the Lamb has certainly taken notes on the genre, given that it has many of the same concepts in play, but because runs are shorter and many of the tarot cards (used to unlock skills and upgrades) are more general than synergistic, runs ultimately become an accumulation of power rather than a chance to combine elements in inventive ways. In the case of Isaac, there's simply more that a player can choose from over the course of any given descent (in addition to unlockable characters), leading to interesting runs that still feel different from one another over time. While combat looks and feels great, and can't be described as button-mashy, it lacks the tactical depth of roguelike games like Hades or The Binding Of Isaac.

Because of this, Cult of the Lamb makes a strong first impression, with a world and story that promise eldritch secrets and drama between godlike figures, but the game has trouble sustaining this over the course of the entire experience.
