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Default Subset Games - The Design of FTL & Into the Breach

May 12th, 2019, 11:16
Noclip look into the design behind FTL and Into the Breach.

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We sit down with Justin Ma and Matthew Davis of Subset Games to talk about the design of their breakthrough hit FTL: Faster Than Light and their sophomore effort Into The Breach.
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May 12th, 2019, 13:22
The Design of FTL & Into the Breach
Make a dice emulater. Slap whatever name on it.

There's the design in two short sentences instead of 15 minutes far too long twitch.
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May 12th, 2019, 23:59
Into the Breach had that Godzilla-vibe and was fun. FTL was unplayable to me.
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May 13th, 2019, 12:53
Originally Posted by joxer View Post
Make a dice emulater. Slap whatever name on it.

There's the design in two short sentences instead of 15 minutes far too long twitch.
ItB has very little in common with a dice emulator.

FTL would be different if it had more in common with a dice emulator, because one of its issues is that uncertainty plummets the more you know how to play it.

Luck is involved up to the end of sector 2, the point when it is known when a run is securized or not (playing RT)

And the occurrence of troublesome first two sectors is maybe one of five or ten (depending on the level of skill), playing random pick of ship.

FTL is certainty.
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May 13th, 2019, 16:24
I enjoyed them both for what they are. Were I forced to pick a favourite between them, I'd go for FTL.
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