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In contrast, ITB's strategy comes in its battles. There are absolutely ways to lose with poor strategy, which I often found lacking until the final battles of FTL. But because of the reduced opportunities to use shops and the lack on weapon consistency in each one, the grand overarching strategy in every run isn't nearly as strong.
You can't say that one is objectively better than the other. Because FTL gave you more agency in your overall run, it certainly lends itself to replayability. A ship like Kestrel B will always make a good gunship, but whereas on one run it might end up with a strong boarding party and a Flak I to help burn down shields, on another it might finish with Hacking to break shields and a Halberd Beam salvaged from an enemy ship. ITB doesn't have this level of uncertainty - sure, you might get a Smoke Drop or whatever it's called for your Judo, but you can't plan for that at the start of your run. It'll end up making more of a difference to your gameplay in an isolated battle than going from the starting laser to a burst laser on our little Kestrel would, but you could plan on getting a better weapon for your gunship in the next sector or two in FTL. You can't do that in ITB. And this level of consistency - that any plans you do make have to be based on your starting weapons - reduces the ability of the player to impact their run as a whole with their decisions.
This lack of customisability is clearly ingrained into the game. You can beat the final level without upgrading anything. Let's just say that would be a bad idea in FTL. But these two varieties of strategy appeal to different players, and for better or worse the type of strategy FTL uses is far more suited to repeated playthroughs. ITB is certainly a well made game, and it excels at what it aims to do, but by the very nature of the game it can't compete with FTL in terms of replayability.
Now he's gonna go out to the bar and buy pay for 11 bucks worth of food and drink instead.
I think it really does just boil down to your tastes.
For me I'm not that eager to play it as I just feel like each turn I can figure the optimum move to win if I take the time, but it just isn't that fun for me to do so. I'm not into puzzle games. But I have no problem saying that this is excellent game design, just not my kind of game.
As a prior poster said, the biggest point of difference between FTL and ItB is randomness vs deterministic gameplay. I'm definitely very much in the 'more randomness the better' camp.
FTL I did not find hard because of the randomness, I could win most games on normal difficulty. But I certainly found it more engaging and intersting due to the randomness. ItB -- not knockin' it, fine if you like it -- for me just feels like I'm doing work when playing it. I feel like I can always win given enough time but I'm not really enjoying staring at a screen for a few minutes figuring out my move, feels like work.
To each their own! Not currently playing this game much after my first 2 nights of binging but still gave it a thumbs up in my reivew and consider it a great game. Just not my cup of tea.
Granted I do have 401 hours in FTL but both games are different in their own ways regardless. FTL had more content from the get go and was more dependent on RNG compared to ITB. ITB is more laid back though, no time limits and gives you resets.
I beat every island my first time through while FTL it took me a a good amount of tries just to get a loadout decent enough the first time to even beat it. I was disappointed but it's mostly a puzzle game so you just stick to a strategy and stay aggressive then it becomes easy but same can be said for FTL once you get the hang of it, FTL just has that RNG factor going for it more so than ITB.
I still like ITB though and hope they add more to it in the future. Even if they weren't going to I would still find it fun for a game or two every now and then.
Noooo, please buy the game. :(
Even before advanced edition which added quite a bit of content I'd say FTL had much more replayability than this game.
ITB was fun while it lasted but I definitely agree with TC that it lacks the staying power of FTL.
I think it's problem is that once you start learning the optimal moves it becomes repetitive.
FTL had a good concept, but it was too much RNG based. And that is something I do not like about that game.