It’s not overly complex, with little more than a single attack button, a special “curse” power, and a dodge-roll at your disposal, but each of those elements are honed to an effective edge. That’s not to say the combat isn’t fun in its own right, though. That’s good company to be in regardless, and I enjoyed that my decisions out on the hunt were often influenced by the needs of my cultists diligently working back home rather than it always being the other way around. It’s safe to say that for all the DNA Cult of the Lamb shares with a game like Dead Cells, it’s just as closely related to a management game like Oxygen Not Included. Those short outings aren’t necessarily a bad thing, but they did mean I spent most of the 13 hours it took me to reach the credits building out my base and completing little quests for NPCs rather than swinging a weapon. You even pick between one of four disconnected areas to fight through at the start of every run, with a boss waiting to be beaten at the end of each one in order to complete the story, which means Cult of the Lamb lacks that familiar roguelike tension of seeing how deep into the gauntlet you can manage to make it every time. Each crusade is randomized and repeatable in the same way, but they are also far shorter – most take around just 10 minutes total. While Cult of the Lamb is a roguelite dungeon crawler that randomizes level layouts and the items you come across each run as you become progressively more powerful between them, comparing it directly to similar games like Hades or Rogue Legacy would be a bit misleading.
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