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>Varied objectives
>Every attack has 2-3 different ways it can be used making it very strategic
>Challenging
>Cool theme
Why didn't this take off like FTL did?
>>
We get it, you're a homo.
Go play this instead.
>>
it was more like a roguelite puzzle game instead of whatever genre FTL falls into
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>>729284924
It requires thinking a lot instead of waiting till rng rolls you favorable conditions. Normalfaggots don't like thinking.
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>>729284924
They had zero vision for the game. It took them years of experimentation to finally settle on what ended up just being an SRPG without the RPG and with no content. FTL the core gameplay never changed from the first prototype. But that's more of the reason why it's bad.

In terms of the actual game, it's a roguelike. The complication in playing a roguelike is figuring out a build that works. The more complicated the build system the more content there is, essentially. So what's the build system in Into the Breach? It doesn't matter. Just buy HP.
>>
>>729284924
I think it's that on top of >>729285025 there's still a large rng portion to the game with enemy targeting. If 3+ enemies target the same building or if an enemy runs away from you and targets something on the other side of the map there's sometimes nothing you can do about it. And unsurprisingly people don't like it when you give them a puzzle game without a solution.
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>>729286437
The solution is buy HP. The problem is "buy HP" is not as cool as "I have built my entire spaceship around lighting fires inside the enemy spaceship. *dies to mothership* "
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>>729284924
its too lineal, you can't really save every single building and avoid all damage in the whole run and so a lot of people save scummed until the fun was not even there anymore.

FTL is not so linear, you can fuck around more.
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>>729286571
the point isn't that you can be boring and buy hp and beat the game, the point is that when the game keeps handing the player a situation without a solution the player is going to wonder why they're even playing the game and stop.
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>>729284924
Too logical of a game. Rogueslop lives off the RNG fucking you hard in the ass but then saving you the next run
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>>729284924
Because replayability does not stem from the mechanics of a game being solid. Into the Breach is 'too solid', in the sense that you can just 'solve' the game by getting good enough, which basically means there's just no reason to keep playing it, unlike FtL which has a large element entirely reliant on RNG
>>
>>729284924
It’s too easy even on hard mode
Especially some squads are turn your brain off tier
Its a great game but not quite on ftl’s level
>>
>>729284924
>Challenging
This is why.
People only like fake difficulty. They want to think they're being challenged without it actually being challenging. ITB asks you to use your brain to create a perfect turn and people don't like that.
>>
>>729286903
I'm not being boring. The game is boring. Savescumming to not take any damage because you want to spend your points on upgrades instead of HP, because otherwise you'll run out before you can win. That's the game. It's shit.
>>
>>729284924
Doing the same missions felt bad for some reason in that game. It's weird because I love Civ5 and all you do is the same thing over and over again.
Can't explain it. It's a good game, but I'm not surprised it didn't take off.
>>
>>729284924
it's just too easy. after beating the game with every squad and doing a meme 3 swap mech run there was literally nothing left to do.
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>>729286668
This
Also, FTL makes me feel like doing great voyage
Not only 4 plus 1 island
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>>729284924
Market saturation.
There were far fewer games on Steam when FTL came out.
>>
>>729284924
It's not as unique and repayable as FTL, it's pretty easy to 100% and then that's it. It's still great game though even after a decade of other shit coming out.
>>
>read this thread
>download this game again
>start a run
>first map first world
>its the fucking nigger train and the fucking nigger enemy AI sent a bee deep inside a single tile tunnel with mountains all around
>it's literally impossible to kill it and save the train right off the bat stage 1 turn 1
>uninstall
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>>729286437
> If 3+ enemies target the same building or if an enemy runs away from you and targets something on the other side of the map
this only happens on the difficulty mode called "unfair"
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>>729284924
Just started playing just recently. Reminds me a lot of advance wars which I like. Definitely a thinking man's game.
>>
the game is boring because the optimal moves require you to prevent enemies from spawning, thus removing the thing you're supposed to be fighting
>want to see robots be rebots
>have to just sit on top of craters all day and sometimes throw bugs on other craters
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>>729289023
ye its dogshit, FTL is way better
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>>729284924
The base version wasn't challenging enough for a roguelike and the advanced version's unfair difficulty is just that. The determenistic fashion the game operates means there's a small margin between unwinnable and utterly trivial situations, neither of which are satisfying.
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>>729286269
>But that's more of the reason why it's bad
He asked why it didn't take off. It's objectively better than FTL as a game, and one of the best puzzle games ever made.
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>>729286269
Have you considered you're just too big of a retard to play puzzle games?
>buying HP
Seriously.
>>
>>729284924
Tumblr designs for most of the characters
>wow I unlocked another ugly brown person!
>>
>>729286437
Valid critique. The point is that the game is set up in a way which necessarily frustrates players. Buildings will be destroyed and lives will be lost and your bonus for taking no damage will be lost no matter what sometimes. And even if this isn't a game over it's still a 'fuck you' to the player when it needn't to have been.

It's frustrating as a consequence of the design. People hate 'escort missions' because you have no control over your escort. And in this instance you are 'escorting' the buildings. And if any of them gets hit? You lose the island bonus. And because the player has incomplete information on what threats there are, in where enemies will spawn and where they will attack, you are frequently put into a position that you couldn't have reasonably predicted and are frustrated by.

It's not the *difficulty* of the game that is excessive. It's the frustration level that is excessive. You can win every game but still not have fun because the game told you that essentially you lost multiple times already.

I still like the game, but this is still a definite design flaw.
>>
>>729289376
Gatekeeping keeping retards out as intended
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>>729289465
t. Bad
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>>729284924
Cause its a puzzle game and most people dont like puzzle games. Personally i think it way better designed than ftl
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>>729287289
Have you tried not sucking ass at video games?>>729287768
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>>729289221
well put
>>
its a gay ass puzzle game with no story pretending to be a mech game why would i want to play it
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>>729284924
>4 islands
>but only the first one matters because if you get through it unscathed victory is basically guaranteed
boooooooooooring.
>>
>>729284924
Turn based slop. Extremely repetitive.
Turn based games are the worst. There is always the objectively correct option to take and your options are limited. In FTL I can just send any crewmate I want to any room, I can load the weapons and then just not fire them so I can do a more focused attack.
In ITB you have 3 guys and you have to move the 3 guys every turn. Maybe I have 2 guys who have nothing to do, they still take a turn and it gives a turn to all the enemies. It always feels like shit when you have a turn where any of your units can't do anything.
Turn based games are fundamentally at their core clunky. The rules are too restrictive.
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>>729290192
Play a turn based game with hidden information, RNG, and huge "possibility space" so that you can't easily discern "the objectively correct option" then.
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>>729284924
Boy, a whole lot of people who beat it once on easy mode in this thread...
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>>729284924
advertise tactics game but deliver puzzle game
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FTL had some depth even if it was kinda rudimentary with best-in-slot weapons and overpowered systems. But there was tons of potential, you could easily imagine a sequel game with more ships, weapons, passives, crewmembers, and more nuance in how they all interact with each other.

Instead they made this game which is a fun but easy chess puzzle. Even if you made the puzzles harder you'd beat that once and get the gist vs FTL which is extremely replayable.

No FTL 2, Darkest Dungeon 2 sucked, if Slay the Spire 2 is bad we are plagued by indie devs making one good game then vanishing up their asses.
>>
I finished one playthrough and really enjoyed it.
I love the feeling of looking at the situation and thinking "This is fucking impossible". Then I'd stare at the screen for 5 minutes until I worked out a perfect plan
>>
I could play some FTL right now.. I always feel that way
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>>729290650
>RNG
That's just worse. "ha ha, uh oh, you missed 3 90% hits in a row? oh woops it looks like you just don't get to win this time!"
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>>729289562
It's clearly an extremely well designed puzzle game, but most of the people who picked it up don't read and weren't expecting a puzzle game at all
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>>729289023
Often times blocking spawns is impossible or actively detrimental to your objectives, if you do it poorly you're just creating a backlog of enemies you now have to deal with with less HP
The fact you're ignoring the nuance of the mechanic makes me think you're either retarded or bad faith



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