Cult of the Lamb: Cultist Edition includes:
Cult of the Lamb
Cult of the Lamb: Cultist Pack
《咩咩启示录》中,玩家将扮演一只被阴郁不祥的陌生人拯救,免于一死的被附体的羊羔。为了报答救命之恩,玩家需要以那人之名组建一支忠诚的追随者队伍。在这片虚假先知横行的土地上,你要建立自己的教派,遍历大陆上神秘无比、风格迥异的各个区域,笼络一群笃信森林的忠诚信徒,广散你的真言,最终一统全境,成为唯一的正教。吸纳信徒收集利用手边资源,建造新的建筑、举行暗黑仪式来取悦众神,通过布道传教加强信众对你的...
As soon as I updated to this latest version, the game has problems like not recruiting new members and also crashes every time I try to do a ritual. (Detail, I already conquered all the resources so I don't receive devotions anymore, only money)
It's a shame. The game is really good, but it has a lot of technical issues at the moment. The devs are not fixing the game soon. Not recommended until the game is fixed in some months.
I had the opposite experience from basstitan. On Xubuntu 22.04 with Proton-Experimental the number of followers in the base kills the framerate in both the base and the dungeon.
The dungeons are most similar to the Binding of Isaac (which is now 12 years old), but they aren't as good. There are only a handful of possible room layouts, maybe 5, and unlike tBoI the composition of enemies and powerups you find doesn't seem to matter. Close-combat is repetitive, randomly effective (since it depends on timing, without letting you take control of the timing), and loses health too fast. Ranged combat is so fiddly that I never used it after one try. To shoot, you have to hold a button, and aim precisely (with an analog stick), while the enemies carry on moving (albeit slower). The ranged combat is why tBoI is good - and Lamb's decision to make it a bewildering mess makes it far less of a game than tBoI.
The base management has a superficial influence on the dungeon-running, and it's crammed with mechanics that add up to less than the sum of their parts. Picking up the cultists' poop is a chore - and it's not adding depth to the mechanics. Since the early 1990s, the industry has known how to interlink real-time management of different resources and gathering mechanics: Lamb has just stuck them in as it went along, with inconsistent interfaces and a unique clunkiness: its farming sub-game feels like using Sonic the Hedgehog to play Harvest Moon.
The concept and aesthetic are great. I liked the music. Followers have ridiculously short natural lifespans. Interacting with them has the same problem as the farming: the roguelike controls are too floaty and then if you're lucky enough to click the right one in passing the options are selected through a cumbersome, multi-level analog menu. Other menus have totally different interfaces.
The worst design decision is that the only pressure comes from time, but the responsiveness and janky menus make any efficiency unlikely.