The recently released Cult of the Lamb was one of the most highly anticipated roguelike titles in recent memory leading up to its release, and it is no secret as to why. With its unique and seamless blend between classic roguelike gameplay and city-building simulator mechanics, the title instantly captivated fans due to the depth and intrigue that the core gameplay fosters.
Seeing players build and maintain their own sinister cult comprised of woodland animals, the different possibilities and avenues available to the player are practically endless. James Pearmain, the Art Director for Cult of the Lamb, recently spoke with Game Rant to highlight the different ways in which players can choose to lead their cult, both good and evil, and how these choices directly impact gameplay.
Cult Of The Lamb Art Director Talks Previous Concepts For Roguelike Game
Despite the consistently sinister themes and aesthetics that run throughout Cult of the Lamb, the gameplay is not limited to leading your flock through fear and intimidation. James Pearmain stressed the importance that the developers placed on ensuring the game had this variety of approaches, with the ethos in which a player chooses to lead altering how a cult develops and how followers regard the player.
We definitely wanted to give players the choice to be good or evil. If you want to treat your followers well and be a kind and respected leader — you can totally do that. If you want to be a tyrannical maniac that sacrifices any follower that doubts you and then makes the others eat poop — you can do that too!
As you progress through the game you will set new doctrines for your cult, and be given a choice between 2 different doctrine unlocks. Will you choose the wedding ritual and
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