They will leave after a specific time if you don’t address them. Julian: If your cult’s faith is low, you can get dissenters who spread false beliefs. Justin: If our cult is unhappy are there chances someone may try to throw a coup or murder some of the other cultists? Julian: We showed a lot of the game! But there are a few secrets sprinkled around, so hopefully, there is some surprise in those. Justin: Is there something in Cult of the Lamb that you haven’t shown to the public that you think will be a big surprise? If someone sees their favourite animal in a game, they are much more likely to buy it (hopefully) They are ugly! Everyone’s got their choice, which is something we wanted. Julian: Favourite cultist for me = Frog, least favourite = the followers you get from killing bosses. Justin: Does the team have a favourite cultist? Least favourite? (Perhaps a jealous lover) The player is left to connect the dots in the connection even though it is randomly done. For example, I married a follower, but someone asked me to fight them in the fight pit ritual. ![]() Julian: We have the followers randomly give quests to the player, which can result in unintended connections between them. Justin: Has there been something a cultist has done that took you by surprise? It’s been a bumpy road to figure out how to make the game work, but luckily we got there! At PAX Australia 2019, we showed a little vertical slice demo of the game shortly after receiving publisher funding, which had a two-year development cycle. Julian: Have we been working on the game for about 3 years, maybe? Feels like a blur in COVID times. Justin: How long has Cult of the Lamb been in development? Fans have connected to something with the game, and we hope we can deliver on that. Julian: It’s been crazy! From the early days of pitching to publishers, we never have had so much interest in a game. Justin: How have you found the reaction so far to Cult of the Lamb? I looked at a few shows for inspiration, such as Over the Garden Wall, which is really good at setting a tone but has a world full of exciting & cute characters. Turns out we can’t really do non-cute character designs, so we ended up with a smoosh of style. Julian: With this game, we wanted it to feel more mature and spooky compared to one of our last games, The Adventure Pals, which was very bright, colourful and random. Was there anything specific you pulled inspiration from? Justin: The art style is very cute but also horrifying. So we pivoted to a cult where you can be nice to followers! (but also mean if you want to) I’m a big fan of horror movies, so we first went down an occult path where you’d need to punish followers, but it felt too mean. The ‘culting’ came from many iterations trying out alternate ideas. Julian: The idea started with a colony simulator game smooshed with a dungeon crawler. ![]() Justin: Where did the idea for Cult of the Lamb come from? Big Thank you to Robbie over at Devolver for letting me have this short Q&A with Julian. So I knew immediately I needed to try and talk to someone involved with the game about it. It looks like it is going to be a game that is right up my alley. Mix that with some town building, cultist freeing, and dungeon crawling gameplay. It’s blending this Don’t Starve art style with midsummer aesthetics. Cult Of The Lamb Q&A With Julian Wilton, Creative DirectorĬult Of The Lamb looks amazing.
0 Comments
Leave a Reply. |