isaiaheverin
BACKER
Cultist Simulator 2018
Log Status
Abandoned
Playing
Backlog
Wishlist
Rating
Time Played
17h 0m
Platforms Played
Library Ownership
Like other reviews have outlined, this game is far too pre-occupied with a few things that hold it back from being an overall cool/fun/engaging experience:
- Too many tedious "plate-spinning" mechanics. Coming back to the game 6+ months after I first played it, I realized I couldn't even remember enough of the SUPER SPECIFIC ways you survive the early game, and the idea of reading a bunch of guides or failing 5 times again to figure them all out just didn't feel worth it.
- Way too many vague mechanics with incredibly specific solutions. You can literally fail a run just because you didn't buy a book when it was offered to you (since there apparently is a limited number of each book). You could survive HOURS of a run without knowing that there is NO available solutions to you left.
- The way time is managed in the game just isn't a fun gameplay loop. Some sort of turn-based system (that just auto-skips over turns while you're waiting) would be far better, since you have to pause the game so much anyways that the existence of a "real-time clock" isn't doing anything productive.
What I can say positive about the game is that it has inspired me as a game design more potently than almost any game I've ever played. That's not reason enough for me to recommend it to other people, but it is notable. There are a LOT of fascinating mechanics and interactions and ideas in this game, and I think there is a version of it that could be one of the coolest games ever...but unfortunately, for me, this isn't it. It needs a lot of refinement. Someone who puts 15+ hours into trying to understand and progress in a game like this -- a person who loves the type of game it is and wants to connect with it -- and then comes out of that time feeling like they've made barely any progress...that's not a great game in my eyes.
Gameplay Design: 5/10
User Experience: 6/10
Narrative Design: 6/10
Plot/Story: 3/10
Narrative Themes: 6/10
Visuals: 7/10
- Too many tedious "plate-spinning" mechanics. Coming back to the game 6+ months after I first played it, I realized I couldn't even remember enough of the SUPER SPECIFIC ways you survive the early game, and the idea of reading a bunch of guides or failing 5 times again to figure them all out just didn't feel worth it.
- Way too many vague mechanics with incredibly specific solutions. You can literally fail a run just because you didn't buy a book when it was offered to you (since there apparently is a limited number of each book). You could survive HOURS of a run without knowing that there is NO available solutions to you left.
- The way time is managed in the game just isn't a fun gameplay loop. Some sort of turn-based system (that just auto-skips over turns while you're waiting) would be far better, since you have to pause the game so much anyways that the existence of a "real-time clock" isn't doing anything productive.
What I can say positive about the game is that it has inspired me as a game design more potently than almost any game I've ever played. That's not reason enough for me to recommend it to other people, but it is notable. There are a LOT of fascinating mechanics and interactions and ideas in this game, and I think there is a version of it that could be one of the coolest games ever...but unfortunately, for me, this isn't it. It needs a lot of refinement. Someone who puts 15+ hours into trying to understand and progress in a game like this -- a person who loves the type of game it is and wants to connect with it -- and then comes out of that time feeling like they've made barely any progress...that's not a great game in my eyes.
Gameplay Design: 5/10
User Experience: 6/10
Narrative Design: 6/10
Plot/Story: 3/10
Narrative Themes: 6/10
Visuals: 7/10