Having a clear goal for what we wanted the experience to be meant we were all on the same page, and it was obvious when something was or wasn’t working.Ĭult of the Lamb is your first Unity project. We got very used to cutting ideas that didn’t achieve that goal, and “listening” to what the game wanted to be. But figuring out how to make those game mechanics took a lot of iteration and experimentation. The game had to feel like you were leading a cult, which meant we had to have rituals and sermons. Once we had that, everything for the next three years was about making sure we kept hitting the “promise” the game’s theme created. It took around nine months of experimenting with different themes before we finally landed on the idea of the cult. We needed a player fantasy we could explain easily and that people would immediately understand. We knew we had to figure out a way to market the game in one sentence. At this point we still hadn’t come up with the cult theme. When I took it to Jimp and Julian, they loved it, but we immediately found that it was a really hard game to pitch when talking to publishers. I was excited about the idea of combining those two genres to create something that would become more than the sum of its parts, so I created a prototype that I planned to show to the other guys at an upcoming PAX. I noticed that games like RimWorld and Enter the Gungeon created so many interesting emergent narratives – stories that spring out of the game’s mechanics – that made it so everyone’s experience with the game was unique. The game actually started with the idea of combining the genres of a roguelike with a colony sim/base builder. What was your source of inspiration for Cult of the Lamb? How did you develop the idea?įunny enough, the cult stuff didn’t come until much later.
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