Sometimes it's great to just stop for a moment and float there. Not necessarily even to stop and catch your breath and repair after a tough battle, sometimes just to take in the scene and enjoy where you are.
Every piece of music is great and fits your situation pretty well, and there's a lot of music! Nice to have as you assemble a ship and crew worthy of your journey.
The only real problem is that it takes quite a while to unlock things, which is a bigger problem when you lose your save. Oh well...
Every piece of music is great and fits your situation pretty well, and there's a lot of music! Nice to have as you assemble a ship and crew worthy of your journey.
The only real problem is that it takes quite a while to unlock things, which is a bigger problem when you lose your save. Oh well...
FTL is a game I think I could play forever. I've played a lot of roguelike games, but nothing scratches that itch quite like FTL does. Every procedurally generated system, enemy ship, and reward feels like it could lead to a hundred different outcomes. And that feeling is not misplaced. FTL is built in such a way that no matter what path the player takes on their travels to the Federation capital, it is unlike any other playthrough. Every new run I find myself thinking what I want to do differently this time, whether I want to play with boarding crew or a missile guzzling warship. The weapons you find, the crew you enlist, the systems you upgrade all are all easy to understand and modular ways to improve your ship's chances of making it to the end of the game. But in combination, these upgrades always end up making your ship look unrecognizable by the end of its journey. You may start as a defensively oriented engi ship orbited by drones with a mantis member onboard to protect its frail crew mates. By the end that ship may become a boarding vessel, sending drones to kill the enemy's crew alongside a mantis to run after any stragglers running for the medbay. Not that they'd make it as your lockdown bomb coats the entrances shut. The point being, that FTL is a game in which the player has unlimited freedom with limited options. No matter what each run throws at the player, they can turn it into a viable strategy and create a run that won't ever be replicated.
This is a vibes-based rating. I don't know if I could point out any flaws with FTL off the top of my head - I just struggle to think of a reason that this game is better than 3.5/5. It's got solid writing and very good mechanics, but going back to it the game is just missing... something. Would love to be corrected and change my review with another few hundred hours of runs.
FTL is great. It makes sad to call this an 'Old' Indie game, but I guess 12 years ago is a long time now.
It's a space-battle micro-management rogue-like, which is a mouthful but that's the only way I can really describe it. You manage a bunch of bars and systems to blow up enemy ships before they blow up you. It is just simple enough to not be entirely overwhelming to me, but I can see if other people might not enjoy that level of complexity.
To be critical, the game is ridiculously difficult. It's a struggle to beat the game on Easy difficulty, and it's made even harder by using the newer advanced systems. I know of a number of people who have put 20+ hours into this game and haven't even come close to beating the Easiest difficulty. The final boss is definitely a huge difficulty spike that I think could be toned down a bit.
It also, with help from Binding of Isaac, really put Roguelikes on the map in the indie space. But maybe that's revisionist history - I was still in my adolescence back then, so maybe the genre has always been popular.
Ben Prunty absolutely kills it on the soundtrack and I'm so glad they brought him back to do the Into the Breach soundtrack. Love his work.
It's a space-battle micro-management rogue-like, which is a mouthful but that's the only way I can really describe it. You manage a bunch of bars and systems to blow up enemy ships before they blow up you. It is just simple enough to not be entirely overwhelming to me, but I can see if other people might not enjoy that level of complexity.
To be critical, the game is ridiculously difficult. It's a struggle to beat the game on Easy difficulty, and it's made even harder by using the newer advanced systems. I know of a number of people who have put 20+ hours into this game and haven't even come close to beating the Easiest difficulty. The final boss is definitely a huge difficulty spike that I think could be toned down a bit.
It also, with help from Binding of Isaac, really put Roguelikes on the map in the indie space. But maybe that's revisionist history - I was still in my adolescence back then, so maybe the genre has always been popular.
Ben Prunty absolutely kills it on the soundtrack and I'm so glad they brought him back to do the Into the Breach soundtrack. Love his work.