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Recent reviews by [1n0] Kronocide

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Showing 1-10 of 129 entries
1 person found this review helpful
17.5 hrs on record
8/10: Tomba! is a delightful anime-inspired platformer from the PS1 era featuring the titular pink-hair Tomba saving the land from the curses of the seven evil pigs. Run, jump, and throw enemies around on a quest to get back grandpa's golden bracelet.

Tomba is a simple guy, some might even say primitive. As he's chasing down some wild boar, a cabal of 7 evil pigs shows up and steals the golden bracelet he got from his grandpa, giving our main character all the motivation he needs to start this adventure and restore the land that these evil pigs have covered in curses. As you meet the Old Wise Men and befriend the natives, you'll have to find the containment bag for each corresponding pig in order to seal them away and dispel their curses before you can reach their treasure hoard and get back that bracelet.

There's a cuteness to Tomba, from the portly pig minions to the colorful environments, which grants the game a charm that works even with the PS1 era graphics. The combat is straightforward, stunning enemies with your blackjack and boomerangs or, more often, leaping onto foes to throw them into the nearest solid object. This lighthearted combat combines with exploration and platforming to create a pleasant, low-stakes adventure, as you traverse zones like the Mushroom Forest or the Haunted Mansion.

There are some elements of a metroidvania to Tomba!, as several zones and chests are locked in ways that require later abilities to unlock, such as swimming and diving or being able to using a grappling hook. Most of the missions that don't involve defeating the evil pigs consist of finding a particular items and bringing them to the quest-givers, either for a reward or the ability to progress. However, occasionally missions (or Events as the game calls them) are unclear about who to talk to or where to go to complete them, such as needing to pick up a torch from the dwarf at the center of town or to max out the colored experience bars in order to pick up the elemental gems. This is the main thing that can pad the games playtime, as Tomba! can be finished in a dozen hours if you know what you are doing, but what friction would be caused by needing to revisit areas to find or deliver items is smoothed out by the use of Charity Wings and, later on, a friend that joins you on your journey, so it's all good in the end.

Ultimately, Tomba! is a colorful, light-hearted platformer with an early 90's anime style and all the fun and some of the flaws that come from being from the PS1 era. Great for the nostalgia and those looking for a simple platformer to enjoy. Plus, the Special Edition on Steam adds a rewind option in case you start getting frustrated by certain platforming sections, so it's approachable for players of any challenge level. Now get out there and show those evil pigs what they get for stealing your grandpa's bracelet!

[A personal note: I played this game back in the 90's at my friend Johnny's house. He was one of my best friends, especially back in elementary school before they started dividing kids schedules up in middle and high school by the level of classes they were able to take. I'd play games like Tomba! or Spyro at his house, but he never had a save card for his PS1 so we always had to restart the games from the beginning after we turned off the console. It was always fun but back then we were never able to finish the game, leaving us plateaued at whatever area we could manage to 'speed-run' to that day. By 2005-2010 his parents had divorced, after which he eventually moved somewhere west and joined one of those Christian sects that are fundamentalist and function like a cult. I haven't seen or heard from Johnny in a long time but sometimes me and the other guys will reminisce around the fire pit about our times with him, or as they tended to call him, Bubba.]
Posted 7 March.
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68.5 hrs on record (61.9 hrs at review time)
9/10: Slime Rancher 2 is a relaxing, cute game about exploring the Far, Far Range and collecting not only a variety of smiley-faced slimes but the valuable plorts they produce as well. Jetpack across biomes full of slimey wonders as you build up your resources, decorate, and discover the cause of the prismatic waves that spread both surreal beauty and destabilizing changes across the Far, Far Range. Just watch out for the Tarr.

Beatrix LeBeau has set off on an adventure across the Slime Sea, arriving at a run down Conservatory on the Far, Far Range.

With a handy combination Vacuum-Pack and jetpack on her back, Beatrix is ready to start vaccuuming up everything in sight. Slimes are bouncing around outside, each one with their own preferred diet and favorite foods. Slimes produce their own unique Plorts after eating, and produce twice as many Plorts when eating their favorite food, which are useful as both building materials and as sellable materials. Thankfully, the Conservatory already has a connection to the Plort Market set up, so you as Beatrix can already start converting Plorts into usable currency and buying improvements to the ranch.

One of the more interesting twists in the Slime Rancher series is the ability to create Largo slimes, which are essentially a plus-sized combination of two slimes that occur when one slime eats the plort from another slime. The resulting Largo is of both types, meaning there are a wide variety of Largo slimes you can choose to combine depending on your preferences due to the wide variety of basic slimes to begin with. Feed a Cotton plort to a Tabby slime and you'll get one that looks like both a kitty and a bunny. Feed a Boom plort to a Rock slime and you'll have a slime that looks like lava rock. These Largos also produce both types of plorts, so feeding and caring for them can be twice as lucrative as corralling just one type of slime per pen.

Just be careful never to try and combine three: when a largo slime eats a plort from a third type of slime, they will turn into aggressive, ravenous Tarr that consume everything around them and turn other slimes into Tarr as well. These are the only real "enemy" in the game, and can be wiped out using water, so make sure to keep your water reserves topped off in case of a sudden Tarr outbreak. They don't deal a huge amount of damage, though they are most dangerous in the early game when you have the least amount of health and the weakest ability to get away due to an unupgraded jetpack.

At its core, Slime Rancher 2 is about exploration, collection, and automation. Go out and collect slimes and plorts to bring back to the ranch, then use and sell plorts to build up the ranch to store and feed slimes so you can collect more plorts of as many types as possible as quickly as possible. Along the way you'll have to build up your equipment, such as more storage space or longer jetpack usage, many of whose upgrades are stored in spherical Treasure Pods hidden around the world. Blessedly, between the aforemention jetpack and the lack of fall damage, exploration is downright soothing as you hover across the landscape and jump over somewhat dangerous lava. Falling off the sides of the map will still "knock you out" which means losing some of the items you were holding and respawning, but it is otherwise not easy to die in this game, even from damage caused by the environment or Tarr slimes.

All of this combines to make Slime Rancher 2 a very relaxing, soothing experience. Whether jetpacking about the Far, Far Range or running resources around the Conservatory, both the exploration and the ranching are engaging without being frustrating. While some resources and slimes are much more rare to appear than others due to being limited to certain weather patterns or end-game content, the charming colorfulness of the Far, Far Range and the many slimes and chickens that inhabit it make it easy enough to be patient as you revisit locations on the hunt for Dervish slimes and Sun Sap. Some slimes, like the Lucky and Golden Slimes, appear purely at random, requiring you to quickly remember what to do with them before the abruptly disappear again. In the case of the Lucky Slime which looks like a Tabby slime with a coin stuck to its forehead, you need to feed it any kind of Meat resources which comes from the different breeds of chickens around the environment. As for the Golden Slimes, they disappear fast and only produce plorts when shot at using Science material resources like Deep Brine or Slime Fossils, which knock a handful of Gold plorts out of them. I recommend storing them rather than selling them for gold, as they are extremely rare and some decorative blueprints require Gold plorts in order to be crafted.

Slime Rancher 2 is a great game for those who love straightforward collecting and exploration, jetpacks, those looking for a nice, relaxing time, and for anyone whose heart is warmed by the sight of these squishy slimes. Put on some music, a show, or a podcast in the background, and relax while you float around a landscape full of happy slimes collecting things for as long as you like.
Posted 8 February.
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30.0 hrs on record
9/10: Dispatch is an excellent narrative-focused choose-your-own-path game and spices up the formula with some job simulation and hacking minigames. Develop your team of underdogs and save the city of Torrance, California, all while working towards getting back in your mechsuit.

Robert Robertson III is the latest generation of his family to take up the mantle of Mechaman, the mech-suit piloting hero local to the Los Angeles area. On the hunt for the man who killed his father, the villain known as Shroud, Robert ends up being drawn into a trap that ends up with his suit being damaged beyond repair. Unable to continue hero work himself, Robert is luckily offered a job at the Superhero Dispatch Network (SDN), who will help him restore his suit while he works there as a superhero dispatcher for the Z-Team: the lowest-ranking team of troublemakers and reforming villains. It's up to you as Robert to turn this team around and make them into real heroes by sending them out on missions every work shift while managing their interpersonal dramas as well as your own.

For anyone who has played Telltale games, most of the game will feel familiar with many cinematic scenes where you are offered dialogue options with a limited window of time to respond. Your responses end up affecting the story in many ways, often indicating that whoever you are speaking with "will remember your response," with some major choices changing your relationships or even the games ending, though most choices have more subtle effects like changing the next few lines of dialogue slightly.

The dialogue and cinematics are broken up in each chapter by two separate work shifts where you dispatch heroes to various emergencies that are popping up around the city of Torrance. Each of your heroes has 5 stats arranged in a radial chart: Might, Toughhness, Speed, Social, and Smarts, resulting in a lopsided pentagon shape for their stat distribution. When heroes are sent on missions, you have to deduce which stats you need to lean on from the description given by the callers and send the appropriately specialized hero(es) for the best chance of success. Once on a mission, it finally reveals it's own radial chart, a pentagon containing the area of success for the mission. The game then lays the pentagon formed by the heroes over the pentagon for the mission: the more that the heroes stats cover the same areas as the mission, the higher the percentage chance of succeeding. As long as the mission success isn't 100% overlapped by the heroes stats, the game will create a bouncing dot within the pentagon formed from the heroes stats and send it bouncing off the sides until that dot comes to a stop. If it stops in the area where the two shapes overlap, it's mission success, but if it stops outside the missions success area, the mission fails and the heroes get injured. Sending multiple heroes adds their stats together for that missions, increasing the odds of you succeeding, though one has to balance this with the limited number of heroes you have on hand so you don't end up missing out on missions because your heroes are still recovering or out on other missions.

I found this approach to percentage odds to be delightfully novel and engaging. Many games just display the odds and then randomly generate a number to determine success, keeping the process opaque and less engaging to watch. By contrast, creating these stat pentagons and watching the point bounce around inside is more reminiscent of roulette, hoping it lands in the space you want and feeling the tension rise as it approaches the areas outside the zone of success. They even make the dot slow down dramatically if it's final stop is near the border between success and failure, which is a very nice touch.

The voice cast in Dispatch is packed full of recognizable names. You've got Aaron Paul of Breaking Bad fame playing Robert Robertson III, Jeffrey Wright from The Manchurian Candidate playing TrackStar, and rap stars Thot Squad and Yung Gravy as Prism and Golem. There's also popular Youtubers MoistCr1TiKaL and Jacksepticeye playing Sonar and Punch Up, and a good portion of the Critical Role actors playing multiple heroes with Laura Bailey as Invisigal, Travis Willingham as Phenomaman, and extra voices from Sam Riegel, Taliesin Jaffe, and Marisha Ray, with Liam O'Brien as the villain Lightningstruck and Matt Mercer voicing the primary antagonist Shroud. They all do a great job in their roles, though most besides Aaron Paul and Matt Mercer do not noticeably adjust their voices for their roles, resulting in plenty of "that voice sounds real familiar" moments throughout the game. With such a wide cast of memorable characters, from Chase's quick-talking crassness to Waterboy's nebbish nervousness and Beef just being a fat little dog, every character is enjoyable, memorable, and unique.

All of this combines to make Dispatch a very cinematic game while still having enough gameplay and actual decision making to feel engaging. The personalities of the characters, the animations, the hero dispatching, all of it makes Dispatch a very well-polished game with plenty to hope for from potential sequels.
Posted 19 January. Last edited 24 January.
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21.9 hrs on record
9/10: Celeste is an exemplary precision platformer about ascending a mountain and overcoming challenges both personal and physical. Double jump and wall jump through increasingly perilous rooms to the peak, and then go even further into challenging your twitchy fingers in the B and C-sides.

From the team at Maddy Makes Games that brought you the competitive multiplayer hit Towerfall, Celeste takes the same pixelly art-style and quick-twitch platforming and brings it to a single-player experience that is all about reaching the top. With a story that balances the charmingly cute with more vulnerable moments without ever taking itself too seriously, and tightly focused platforming mechanics that, when mastered, can feel like parkouring through the air.

What starts as a simple getaway trip for our titular character (Celeste?) steadily becomes a challenge of overcoming not only the mountain but her negative side, ghosts, the law of gravity. The more natural environment steadily progresses through a variety of zones that prioritize increasingly complicated mechanics. Going from wall jumping to air-dashing to recharging mid-air repeatedly by prioritizing the right paths can become a challenge, but feels incredibly rewarding when you finally surpass the zone by properly maneuvering past all the hazards and reaching the exit.

The characters she meets along the way are generally silly but not shallow, and provide just enough friendly faces to keep the game from feeling isolating or lonely. Whether it's the grandma that greets you at the start, the ghostly innkeeper, or your fellow climber, they all have a charming quirkiness about them. Some of their backstories are bittersweet, including her own, but are steadily addressed and overcome through the process of traversing the dangers of each environment.

By the time Celeste reaches the mountaintop, you'll be dashing and jumping through the air, hunting down floating Strawberries, and looking for secrets to unlock. Even after finding every Strawberry, there's the even harder challenges of the B and C-sides levels, so keep an eye out for Crystal Hearts and Cassette Tapes if you want to push your platforming to the limit.
Posted 15 October, 2025.
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2 people found this review helpful
5.3 hrs on record
7/10: Dorfromantik is a relaxing, low-stakes hexagonal tile placement game. Keep an eye on the remaining tiles and build towards the highest score you can muster!

Dorfromantiks soothing music and visuals make the game an excellent game to chill out with, or even play while watching something. The game session is limited by the number of tiles you have remaining rather than a time limit, but completing goals and sets nets you more so runs can continue for quite a while. The game lets you jump into and out of runs though, which makes it great either for a short session or for losing track of the hours as your world grows.

The tiles are charming, colorful places where each side of the hex could either contain a Dark Green Green Forest, Yellow Wheat Fields, Light Green Meadows, Water, Railroads, and more. Matching sides on tiles earns points, but the player must often choose between continuing to expand zones into larger areas or completing quests by closing off the zones they've built. There's achievements tied into pretty much each approach one might try though, some of which can take quite a while of tiling to accomplish.

While it may not have an overarching narrative or test reaction times, what it does test is thoughtful planning and consideration of the goals you need to achieve. Getting record-breaking scores before running out of tiles takes an understanding of the games nuances that can turn short play sessions into multiple hours, while still allowing you to leave anytime you want without risking your play session.

Dorfromantik is a chill time with a subtle layer of challenge that can easily be underestimated. Great for anyone looking to relax, lay tiles, or wants to support the teams over at Toukana/Kurszgesagt.
Posted 2 October, 2025.
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53.5 hrs on record
8/10: Date Everything! is a charming, mostly silly, fairly flirty game about being confined to your house an anthropomorphizing all the things (physical OR conceptual!) in your house! Totally not a psychotic break from reality! Personal favorites include Betty, Sophia, Vaughn, Doug, Dolly, and Nightmare. Also Sudsy and Mr. Cluckles, obviously.

Date Everything! starts you out as a customer service rep at a megacorp called Valdivian. Within a day you and most of your coworkers are replaced with AI and you're wrapped up in a conspiracy that nets you a handy-dandy pair of Dateviators. These techno-magical spectacles let you stare your household objects into fully voice-acted characters with their own punny names and personalities. Gotta Date em all!

The gameplay largely consists of exploring the house you are confined to and figuring out not only which objects can be brought to life, but what factors contribute to you reaching the ending you want with them. Some require you to check in at certain times, or to interact with others first, but all the progress is experienced through dialogue with the characters.

These characters are well illustrated, with the stills having plenty of little details that help convey the quirkiness of the characters you are meeting. Depending on your tastes, they vary visually from model-adjacent to monstrous, with some being far more flirty than others. However, the game is more suggestive than outright sexual: there's no nudity or softcore anything, though the narrator does a good job of conveying what's going on in a different way whenever you decide to spend the night with one of your special... somewhats?

Personally, I had some extra fun from guessing which voice actors are behind the characters. There's 100 characters with voices starring folks from Dimension 20, Critical Role, Aqua Teen Hunger Force, with some being more identifiable as themselves than others. They are located all over the house, some appearing in multiple locations like the doors or windows, so figuring out where all of them are can be more challenging than it seems at first. This is especially true of the characters that embody metaphysical concepts, but thankfully there are in-game hints to help track down the ones you haven't found yet.

Completing the game requires multiple playthroughs in order to get achievements like getting every character in the game to hate or love you at the same time, but the game could use features like fast forward or highlighting previous choices to help New Game+ along. Even being able to hold down a button to speed through dialogue rather than clicking each time to progress would be nice.

Whether you're here to love or hate on all the quirky, kinky characters, Date Everything! provides a smorgasboard of household-themed ladies and dudes that are eager to love you if you want them to. Just show interest in their passions, be flirty and not a douche when you tease, and don't focus on how AI has replaced you at your job and you're still somehow able to live in this house on your own for now. I'm sure it'll all be fine as long as you keep dating your household objects. Sudsy for mayor!
Posted 18 September, 2025. Last edited 18 September, 2025.
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5 people found this review helpful
2.8 hrs on record (2.5 hrs at review time)
Reviewed on the version available as of 03/01/2025

8/10: Monaco 2 has a good demo so far, with gameplay close to the original even if the style has changed. Collect coins, leverage each classes abilities to keep the plan going, and escape with the most loot you can in record time!

The demo is 3 levels so far, plus the procedurally modified versions of those levels, so we are only introduced to a handful of the potential characters so far, including: Sake the Prowler in purple, Pockets the Mule in green, Cosmo & Gimlet the Socialites in pink, Gibson the Engineer in blue, and Una the Brute in orange. They've each got their corresponding the skill set, colors, and upgrades now to earn over the course of the game by using the diamonds you keep as rewards for doing missions well.

Some, like Gibson and Una are almost direct parallels to the Hacker and the Cleaner of the original Monaco. Others are newer, like Pockets who can now heal the heisters or Sake with her dodge-roll. Some are more suited for teams while others are better for solo play, though they can all work together and pull of a heist as long as you all communicate with each other.

To that end, the map is nicely stylized as a blueprint and lets players clearly mark and indicate spots to check out. Most of the game's logic is plainly laid out too: get as many coins and to the end of the level as quickly as possible. However, what I am unclear on is the results necessary for achieving the timed challenge each level? It looks like you can earn a gold score without it but I'm not seeing where there is a time limit to beat for it.

Otherwise, some people seem upset that the game doesn't have the original cast of heisters or has changed it's style, both of which were clearly announced by the developer years ago. Maybe some would be appeased by seeing the old "icon-style" versions of the characters walking around the blueprint map, but others who react poorly to Una being a physically strong, hulking female or to the characters having varied skin tones seem to be pushing an ideological agenda instead of trying to play a game. All that being said, the visual changes are mostly stylistic, without having changed the central gameplay much at all.

Right now, Monaco 2 is the game I'm interested in getting into heists with my friends with, and even more so after our disappointment with Payday 3. Looking forward to trying out the new systems, even if it doesn't seem like the game is built for abilities like the Mole to make a comeback.
Posted 1 March, 2025.
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381.2 hrs on record (380.0 hrs at review time)
9/10: Killing Floor 2 is a fun co-op boomer shooter with hordes of zeds to blast and cosmetics to unlock. Play online or with friends, just don't get cocky and charge into a Scrake or Fleshpound alone.

Those familiar with the original Killing Floor or other zombie modes like from Call of Duty understand the simple fun of blasting waves of the undead using an easily accessible pile of ridiculous weapons. Each match of Killing Floor 2 takes between 30 minutes to an hour depending on the difficulty, number of waves, and various other settings. The challenge curve is solid, where Normal and Hard are good for learning the game and more casual play, while higher difficulties like Suicidal and Hell on Earth require certain knowledge of map layouts and very reliable teammates. If you can handle most of the bosses on your own, especially the Matriarch, consider playing on a harder difficulty instead.

The game includes a ten different Perks, which act as different classes in the game with their own bonuses related to weapons within that class. From the flamethrowing Firebug to the sniping Sharpshooter, there's a Perk to choose to match your playstyle, and the more you play as those Perks, the more levels you get which unlock more bonuses.

The Gear tab is cosmetic-focused and lets you choose which character you want to play as and the gear they're wearing. No one character is locked to a specific class, and all Perks can buy and use each others weapons, but the benefits to using on-Perk weapons is being able to use the bonuses the class provides and earning vastly more experience as well. It results in a good balance of incenvitizing focused play while still providing the flexibility to do as you like, even if it isn't optimal.

Players earn match-contained currency called Dosh over the course of a match, which they exchange for better weapons, ammo, and armor. Upon finishing a match and successfully defeating the final boss, the Dosh disappears and players are rewarded with permanent currency called Vosh and a chance of getting a reward or microtransaction chest. All rewards and microtransactions in the game are for cosmetics, although there are separate pools for ones you have to pay for and ones that can be freely acquired. Given enough playtime and/or money spent, you can make yourself look as ridiculous(ly awesome) as you'd like.

All that to say Killing Floor 2 is a fun, casual online co-op boomer shooter that feels generous with the drops while keeping the gameplay balanced and uncomplicated. Jump in, blast some zeds, and enjoy yourself while awaiting to see if Killing Floor 3 is going to live up to the same quality of fun.
Posted 1 March, 2025.
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136.9 hrs on record (112.2 hrs at review time)
10/10: Vampire Survivors is as simple as surviving 30 minutes of constant enemies with only your analog stick to move and your choices of weapons and upgrades keeping you alive. Add in the ability evolutions, massive character list, and DLC additions that expand further on all of these and you have no shortage of options as you blast out a cacophony of effects that fill the screen and annihilate your foes.

At its outset, Vampire Survivors is a challenge. With limited knowledge, no upgrades, and only the original core set of options, the first handful of runs may not even last a full 30 minutes as one learns the basics of how each weapon and upgrade works. Besides the analog stick the only buttons being used are for making decisions between upgrades, while all the weapons and effects trigger automatically, so the challenge is on avoiding the most painful enemies until you're strong enough to wipe them out before they touch you.

That proves difficult until you learn how weapons combine with specific passive items to create powerful evolutions that can bring you to that thirty minute mark. Greater power can be achieved in numerous ways. The gold earned each run is used to unlock the discovered characters and upgrades that grant more base stats to everyone and more chances to reroll, skip and banish options. There's also the Arcana cards that provide strange and powerful effects like being stronger with fewer weapons or causing certain weapons to explode or freeze enemies. Before long you're surpassing Red Death by evolving the Laurel and the Clock Lancet and farming Golden Eggs to boost characters beyond their limits. If that's not enough, the DLCs add a ton of extra content in the form of both original content and homages of IP like Castlevania and Among Us: new characters, weapons, passives, stages, and even new features being added in some of the largest DLCs.

Vampire Survivors manages to be simple enough to start while providing enough depth and variety to enjoy for dozens and even hundreds of hours. With it's tight game loop, plethora of pickups, and juicy effects, there's a reason so many IP's have made Survivor-likes of their own. Whatever the next DLC or the rumored upcoming cartoon show has in store, I'm looking forward to finding my vampire in yet another castle.
Posted 7 February, 2025.
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74.6 hrs on record
8/10: Cult of the Lamb is a cute game about running a cult and defeating the gods that wanted you dead. It's a fun blend of colony management and roguelike dungeon crawling that'll have you planning out the days rituals before heading out and slaying foes.

Cult of the Lamb begins by escaping a classic "about to be executed" situation as the titular lamb. Having thwarted the first attempt at sacrificing the lamb, it now seeks vengeance and must grow their power by growing their cult. The more members the cult has, the more faith you can acquire, which you use to buy abilities and upgrades to your cult such as places to sleep, a kitchen to make food, and ideally a place to poop if you want to keep the sickness to a minimum. The faith and resources you find all feeds into both the buildings you can construct as well as your strength when you go on a Crusade, aka dungeon crawling.

The game progresses by beating each of the four bishops, the big main bosses at the end of each of the dungeon zones: Leshy in the Darkwood, Kalamar in Anchordeep, Heket, and Shamura. Each zone also provides some specific resources that can mainly be found in them, such as gems, spider silk, or mushrooms, so consider breaking the scenery for extra resources when possible.

However, everything in the game takes time. Staying out on crusades too long might result in cultists starving or dissenting, so it becomes necessary to find a balance between pushing further and returning in order to manage the cult. Certain rituals and upgrades can make this easier, whether by preventing cultists from feeling hungry or needing sleep, but these benefits tend to have a cost afterwards.

Still, there's a charming cuteness to these big-headed animal-folk, even as they chant, sin, or ask to eat a bowl of poop. Everyone speaks in sing-song jibberish, but there's a nice variety to the follower forms. They'll ask you for a variety of mini quests as you strive to raise their loyalty to the maximum and create a colony filled with true Disciples of your faith. Before long, you'll have them farming, cooking, and even going out as Missionaries to spread your word and gather supplies for you so you can better focus on vengeance against the bishops. While you can't choose what traits cultists that join you have, the Sins of the Flesh update allows you can to breed your own baby cultists to raise and whose traits you can choose from among their parents.

The combat is uncomplicated, with the lamb getting a weapon and a magic ability called a Curse at the start of each Crusade. Each weapon has a standard and special attack, while the curses are simply activated for their effects. However, both Curses and special attacks require Ferfour which limits their use. Fervour drops out of enemies when they are hit sometimes, and when defeated they usually drop bones which are needed for most Rituals. The Relics of the Old Faith update also added Relics, which give the lamb a special ability as long as that Relic is equipped. Relics erase each other upon pickup though so if you select a new one, whichever one you are carrying will be gone.

Once the player has bested the first combat zone they are brought to the Crusade map to choose their path, with each node having a symbol based on which rewards and challenges they have. Some like the plant or rock nodes provide resources, while sword nodes have a series of rooms with combat and treasures. Sword nodes take the most time but provide more rewards, so choosing the right path is key to managing your time and keeping your cult from collapsing while your off adventuring.

Between it's silly and zen cult management and the colorful combat, Cult of the Lamb is like a fusion of Animal Crossing and Binding of Isaac. You can even play two-player with one player as the lamb and the other as the goat, running the cult and defeating foes alongside a friend. Good for fans of either genre who are looking for a fun time with minimal frustration, it's fun for the whole cult!
Posted 12 January, 2025.
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