Thank you for making a wonderful game
Posted: Thu Sep 06, 2012 5:43 am
Dear FTL Guys,
I am a grizzled old-school gamer who generally doesn't have much faith in new games, and I wanted to say that you have really put a smile on my face with FTL. It's awesome, and I love it. I still haven't won, but, just like with Binding of Isaac, you've made it fun to play through multiple times. In other roguelikes, I've hated the fact that you lose *everything* when you die...but learning about the final boss and unlocking new ships, combined with the RPG elements, has created a sense of pleasure and curiosity with each replay. I just died again at the boss and yelled at the computer screen - but I am still happy!
I really think the future of games lies with innovating games so that trying your hardest and "losing" with each playthrough will become the right way to offer challenge. Hoping for an easy way through a game, once you learn the trick, means ultimately that the designers have to build a game so it has a dumb Achilles heel. And so many RPGs have been so excruciatingly easy for the last 15 years. While your game is difficult, it's not insultingly difficult, or stupidly, pointlessly difficult like Hack, Slash, Loot -- instead it's wonderful.
I'm proud to have Kickstarted you guys, you've done such a great job, and I hope you have enormous success on Steam.
I'm sure you have played Star Control 2 already, and you know that they took a successful play engine in their original and then expanded on it to make their sequel from a small-scale battle game into a full-blown epic RPG. If you guys did that with the setup you've made here, I for one would be ecstatic. But hey, if not, I'll STILL buy whatever you guys do next!
Consider me a fan and thanks for making my week!
RR
I am a grizzled old-school gamer who generally doesn't have much faith in new games, and I wanted to say that you have really put a smile on my face with FTL. It's awesome, and I love it. I still haven't won, but, just like with Binding of Isaac, you've made it fun to play through multiple times. In other roguelikes, I've hated the fact that you lose *everything* when you die...but learning about the final boss and unlocking new ships, combined with the RPG elements, has created a sense of pleasure and curiosity with each replay. I just died again at the boss and yelled at the computer screen - but I am still happy!
I really think the future of games lies with innovating games so that trying your hardest and "losing" with each playthrough will become the right way to offer challenge. Hoping for an easy way through a game, once you learn the trick, means ultimately that the designers have to build a game so it has a dumb Achilles heel. And so many RPGs have been so excruciatingly easy for the last 15 years. While your game is difficult, it's not insultingly difficult, or stupidly, pointlessly difficult like Hack, Slash, Loot -- instead it's wonderful.
I'm proud to have Kickstarted you guys, you've done such a great job, and I hope you have enormous success on Steam.
I'm sure you have played Star Control 2 already, and you know that they took a successful play engine in their original and then expanded on it to make their sequel from a small-scale battle game into a full-blown epic RPG. If you guys did that with the setup you've made here, I for one would be ecstatic. But hey, if not, I'll STILL buy whatever you guys do next!
Consider me a fan and thanks for making my week!
RR