![]() ![]() And in fact, I imagine many people are under the impression that the roguelike stuff takes priority over the colony management stuff, but it’s actually the reverse – I spent more time building my base and managing my followers than exploring dungeons. That said, that is only half of the game. Unfortunately, after an hour or two, you’ve seen all that the dungeons will have to offer for the rest of the game. ![]() You get just a handful of different room types and each dungeon is small enough that it becomes easy to predict what the general layout will be. They may look great and have all the varied enemies and such, but the actual rooms and overall layout are the most basic thing ever. That said, the dungeons themselves I did find to be lacking. The runs are short enough that you quickly get to experiment with these combos and it’s a lot of fun figuring out what works best. I would go from my weak, but rapid dagger attacks with my tentacle rift ranged attack to a life-stealing, yet slow hammer with a freezing AOE special weapon. There are only two attack types – your melee and your special weapon – but with the amount of options there are for each, it hardly feels lacking. The combat is simple, yet fast and effective, the enemy designs are varied and offer up plenty of different attack patterns to keep things interesting, the boss fights are plentiful and also fun, and the movement is both responsive and intuitive. The dungeon runs themselves are not that long – usually around 5-10 minutes – but they’re fun for what they are. You complete dungeon runs to earn materials and followers to then power your colony and other ventures. So Cult of the Lamb is effectively a combo of two genres: action roguelike and colony management. ![]()
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