Cult of the Lamb is Rollercoaster Tycoon except instead of an amusement park you're running a death cult (with, ironically, fewer deaths by drowning), and instead of trying to make a profit you're trying to earn your cult members' devotion so you can build more buildings to support a larger cult to earn more devotion so that eventually you can make a profit and I'm not even joking. But also if you earn their devotion inside of the temple instead of outside it fills up a different bar and that's the one that gets you upgrades for the other part of the game which is the rogue-lite dungeon run.
But don't worry about that part, you'll only be spending about 20% of your time there. The rest will be spent cleaning up shit and vomit and trying to figure out why feeding people barely fills the hunger meter given that while you're queuing up the meals to cook it shows the hunger meter filling all the way up. Although actually, unless (I assume) you're playing this on PS5 or a gaming rig, you'll be spending most of your time waiting for your list of followers to load. Or else just ignoring half the game in order to avoid that.
It's kind of a mess, is the point, with a solid handful of good ideas executed very poorly, and another solid handful of bad ideas also executed poorly. And this is both for the management side and the combat side, where only two of the weapons are actually any good and combat is frequently so illegible that I will literally not know what hit me. Also at one point they introduce a new enemy with a projectile that you have to deflect back at them a la Ganondorf in Ocarina of Time but at no point have they explained that that's a thing you can do, and also most of the time it isn't, so the first time you meet this enemy you'll just be running away from this projectile (it's a homing projectile and quite fast) while trying to get in heavy attacks against what you assume is a shielded enemy because your regular attacks don't do anything, and then you'll die. And then the 2nd time you'll attack right away to try to get in before the projectile launches, thus accidentally parrying it and then immediately destroying the enemy, but you won't have any that that's what happened so it won't be until the third time, if you're lucky, that you finally figure out what you're supposed to do, at which it actually becomes pretty much trivial.
Ultimately while the progression had its hooks in me for a while, once that ran out I was left with a mostly unenjoyable and tedious gameplay loop, so when I had the opportunity to end it all I took it gladly. By which I mean I sacrificed myself to The One Who Waits and rolled credits so I could consider the game done.
p.s. the music is great though, especially the Darkwood theme and the end credits theme, I love the vocal-samples-as-instrument thing, and it fits the mood of the game really well too. Honestly I think the music carried me through the first 75% or so just as much as the progression system.
p.p.s. On the in-world game list I'd say Knucklebones ranks in between Gwent and Machine Strike. While I like its simplicity I never felt like I understood it at a strategic level (despite winning fairly consistently), so Machine Strike is more satisfying. But Orlog is still more fun. Gwent can still suck my ass. Though that reminds me, did I ever rank Roach Race? I think I'd put it in second, actually, it's a little longer than it should be but that length is a direct result of being good at it so it kind of works.
I might need to start making an actual list of these. I mean Caravan should be on there somewhere, surely. And probably some others I'm forgetting.