I found there was not enough variety with the encounters (you keep seeing the same "abandoned space station"/"rogue drone" events very regularly). It's hard to forgive because all events are text-based, so it's not really difficult to add variety. That being said, maybe this extension solves this issue by adding a lot more events.
Others point out the extreme randomness of the game but I think it's only an issue because the game forces you to push forward (backtracking is almost never possible or very costly) which reduces your margin of error and makes you very dependent on the clemency of the "Random Number God". It's of course a very explicit design choice and the game wouldn't be the same without it but it does make for some very frustrating moments.
But I think the main problem I've had with the game is that it's sold as a roguelike (or rather, a roguelike-like) and in my opinion in doesn't come close to DCSS, nethack, angband and others in terms of depth of gameplay and "replayability". For me a roguelike is a game where you can end up in a seemingly desperate situation and still succeed by thinking out of the box and use an unexpected strategy. I've never had one of those moments in FTL. You can't take over other people's ships for instance, which would open a lot of new strategies. Of course the definition of "roguelike" is a bit loose so maybe I'm just too narrow minded.
All that being said for it's price it's definitely worth trying and see for yourself, I know some people have sunk hundreds of hours in this game so I guess they found something in it that eluded me...
This strikes me as a "how hard can it be to code?" line of thinking. Writing can be incredibly challenging, not to mention the code that drives the event and the testing involved. What I really wish the creators had done is made it much easier to mod the game with player-created content.
>depth of gameplay
Just putting it out there: this game was created by two guys and it's unknown if they were even able to devote their full attention to it. In my personal opinion, given this context, the result is impressive.
>I've never had one of those moments in FTL
They do exist. One time I destroyed the enemy but the boarders were absolutely destroying my Engie crew. Thankfully my doors were upgraded, but my Medbay was down. In the end I used a Fire Bomb weapon against my own ship multiple times to kill the boarders.
Agreed, it's easier said than done but I'm not asking for F. Scott Fitzgerald level of writing, I'm sure you can find plenty of inspiration in the thousands of episodes of various space opera TV shows out there. But I agree that making it easier for players to create contents would be an other way to solve this problem.
> Just putting it out there: this game was created by two guys and it's unknown if they were even able to devote their full attention to it. In my personal opinion, given this context, the result is impressive.
Meh. The other games I mentioned (nethack, DCSS and angband) are all made by small "indie" dev communities and they're open source and they're free of charge, yet they contain a massive amount of assets.
DCSS is 7 years old (and a successor to the 16-year-old Crawl). Angband (Moria) is 19. Nethack is 27. Rogue was released in 1980 (33 years ago).
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(If you got bored with it within 3 playthroughs, you probably didn't get to try the rock, slug, or stealth ships, all of which have very different strategies from the starter ship and change the gameplay/strategy up quite a bit. I find rock & slug a lot more fun than the Kestrel. Or maybe it's just not your kind of game, that's OK too. :))
How would you know how much variety it has it you've only done three playthroughs? You haven't seen a fraction of what the game has to offer.
Your getting bored with it isn't by itself a convincing argument that it's not roguelike :P