Also, while I'm at it, some suggestions for the ending!
I do like the idea of summoning a big monster at the end - maybe after reaching a certain number of cultists.
Or - and this is if you make a save function for the game - how about multiple monsters? Like, Cthulhu or something, a horned demon, an eyeball, maybe a frog for fun. Each monster summon destroys your whole church and resets everything but gives you a bonus - like maybe one monster doubles your coin income, another doubles your soul income, another doubles your church / shelter capacity, etc. Each new monster needs more cultists to summon based on how many you've already summoned (like a Prestige mechanic). Maybe there's a final boss, or your goal is just to summon all of them through several runs?
Collecting demons sounds cool damn, now it actually gives me more motivation lol.
Thank you for all the feedback btw, this is the main reason why we post our game here, to come back to your previous replies:
We actually had other protypes where the main focus is on the buildings but from our test we found out that took the pivot away from the cult a lot, therefore we're very careful with 'buildings' in general.
But getting characters inside the building sounds doable, but the problem I'm seeing right now is that when the task's target is inside the church, how do we show the visual feedback then, just light up the house? (actually that could work as well).
And yes, appreciate your appreciation on our updates! It was almost a painful process for us as dev team to make those big pivot decisions, ty again for playing and for your awesome feedback!
No problem! Thank you for your awesome work on the game!
As for visual feedback, hm. Could show the actual feedback effect from the church / house, OR yeah, light up one of the windows (it could be a single blank window that lights up with a different colour). It depends on which one looks cooler, though with multi-sacrifices / persuasions the window lighting might be more efficient for screen lag?
Also regarding it taking away from the cult: Fair enough! I mean it does look neat that there's a lot of them but it kills framerates in the later game.