There is 2 gold under each statue not 1. I think.
I think they walled the altar in so people don't get stuck with pacts. This is actually a good thing.
And the "never forget quest requirements" thing - the devs really, and I mean really really really need to implement the damn in dungeon quest refference feature. Maybe in the character portrait or wherever, but it simply has to be there.
Also, Avatar - don't ride the poor guy so hard on mentality - it's a game not a job


Also, there's meme material in there

Gods are scaring the crap out of people - why, why doesn't anyone important listen when I say they need an god friendly class among the intro bunch? "No, no, design decision, having indulgences on a priest would confuse newbies, yadda, yadda". Well guess what, now the priest doesn't confuse anyone but gods do -.- Crap, it took me half a year to consider touching GG with a 10 foot pole after the initial bad experience and they plop his altar down where you're most likely to encounter him with a potion spiker -.-
Also the belief that you need high levels to fight the boss makes way more sense than what we're doing. The high-end gameplay, at least the important bits of it, are completely unintuitive and pretty much the opposite of what makes sense. I'm not sure exactly where and when it really became that way, but the "mid-fight lvlup full heal" mechanic itself looks more like an ascended glitch than a natural feature that you're supposed to weaponize. And if you level up you can't use it, you only level up to the point where you can tank a hit (or do a bit more damage), and ding to victory.
But it makes no sense, it looks more like a gimmick than the cornerstone of strategy that it is. It's also why slowing stuff for XP and popcorn bowling aren't intuitive.