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"I work at a hospital / police station / have a trust fund" is not a unique story from each other... literally they're all exactly the same after a few minutes.
Also "Cultist Simulator" can in fact mean you go after cultists.
What you percieve in the title, and what in English it actually means, are two different things.
There's room for both based on the title alone, though I wasn't expecting a full detective route.
You mean like how cops throughout history have been mob members and...
there's been many cases where they got away with it for decades?
Preeettty much this. I enjoy the game quite a bit but I'm not seeing a ton of replay value in it as of right now. It's very linear and samey. Once you've seen the endings for all three ambitions, there's nothing to keep you coming back.
There's nowhere near the depth of Sunless Sea, let alone Fallen London. And I get that Weather Factory is a tiny startup, that this is their first game, and that FL took time and additional staff to get as expansive as it did from its humble beginnings.
But this game needs to get more content, specifically story content, ASAP. More stuff to do, more avenues to explore. Some side stories maybe. Legacies that actually inherit something fro your past playthroughs other than a name.
Or maybe the idea is to do a more in-depth game later on using the profits from this one? Something more Fallen London-esque?
Also when you found a cult... isn't that supposed to be a big momentous occasion?
Same box as everything else. I'd like a bit more info / lore on exactly what the choice of the founding cult idea is based on if you use the different cards. There's a short blurb before you make the cult. I'd also like a bigger screen with a picture after you found the cult with things you can look forward to. That would bring a lot of flavor to the game if big moments were shown as such instead of "Nothing special here, same-old-same-old, move on".
Keep stalking him, doing the job, generating evidence but never using it against them
My detective went crazy and finished his days a rambling insane man, overdosed on Fascination, so I didn't get to check if you can investigate your own cultists
Did anyone of you guys try this?
But doesn't the evidence run out completely in time? Leaving nothing to investigate?
Surprisingly not. Tentative Evidence's timer resets every time you investigate it. So as long as you keep using it, it stays available.
For the record, I'm increasingly sure this is a bug. It's more effective than the Physician's job: guaranteed 2 Funds every 60 seconds, with the chance for 3 Funds if the RNG produces Damning Evidence.
EDIT: And if you do produce Damning Evidence, you keep a the original Tentative Evidence card with the timer reset.