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The other huge endorsement I have for FTL is that games are relatively short, and many of the punishments are harsh-but-survivable. Losing a crewman to a random
by Bartweiss 8y ago
The other huge endorsement I have for FTL is that games are relatively short, and many of the punishments are harsh-but-survivable. Losing a crewman to a random event feels devastating, but it doesn't guarantee a loss, and if you do lose you're not set back that far.
That's a nice contrast with other no-saving games like Ironman XCOM. It's a superb game, and I think best played without save scumming, but it's painfully easy to lose a 20 hour buildup to 1-2 bad missions. (Or a 100+ hour game if you're running Long War.)
That, and the in-game mechanics of FTL just feel satisfying in a way that too many roguelites lack. Losing and starting from scratch is much more bearable if playing the game is pleasant, independent of your progression.