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Forum Overview
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Invisible Inc.
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by fabio 12/24/2016, 4:23pm PST |
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It brought to mind what you said about Darwinia. There's no chance of losing; it's just a matter of how long until you win.
The aspect of sending scores of expendable adventurers to go insane in Lovecraft dungeons for a 1-5 hour roguelike run could have worked. Having a consistent party over a 15+ hour game could have worked. Having expendable party members that you had to spend many hours grinding and gearing up to max level for a shot at the final dungeon in a 15+ hour game was too frustrating.
I hit the final dungeon, where suddenly bleed effects are ten times deadlier and you realize you need all those anti-bleed relics you ignored for the entire game. So I go to abort and am introduced to the brand new mechanic of a party member automatically dying if you retreat from the dungeon. It finally broke me. I wasn't going to sit through more grinding for that. I thought the new mechanic of upgrading the coach to deposit pre-levelled recruits would alleviate that but it's mostly just level 1s, maybe a 2 every once in a while if you're lucky.
They need to get the art designers working on more games.
FTL was fun up until the last boss and realizing that success was 90% lucking out in what the stores offered you, specifically the 1 or 2 items needed to beat the last boss.
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