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There are more than 100 maps and more than 20 mechs. Which is quite a lot.
But the game flow makes you experience a tiny bit of it each playthrough...
The overarching theme in ITB seems to be "♥♥♥♥ hits the fan; deal with it" and thinking on your feet. If you went through a static progression of maps in the same order (which is what I'm assuming you mean by campaign), that would go against how you're forced to adapt to changing scenarios every single timeline.
FTL was a classic, ITB is well on the way to the same place in my mind.
What's wrong with that?
I think FTL has a broader appeal on several dimensions. I like ITB, but FTL's atmosphere, music, and mechanics are all superior. I can't see myself playing ITB for hundreds of hours across half a decade like I did with FTL.
Once you mastered the basic systems, FTL let you ride that sweet spot on the events curve where you could maximize positive outcomes and mitigate negative ones. You responded to random scenarios as they developed in real time based on all the choices you made beforehand, and these in turn affected the range of your future choices. This was extremely satisfying.
ITB, however, requires patience and strategic thinking yet doesn't reward it as well. It's more like chess--far more predictable and not at all modular. You must carefully consider multiple options each turn and your choices don't have as much impact over the course of the playthrough as in FTL. It's a lot of mental effort considering the payoff. Unlike FTL, you can't just approximate the value of a system or roll the dice; most choices in ITB come down to positioning and so are clearly good or clearly bad, and rng won't bail you out of a disastrous play with a lucky weapon or full repair.
The atmosphere is also less interesting. Space exploration provides nearly limitless metaphysical possibilities, and FTL taps into a few of those with their world and character building. ITB dances on the periphery of time travel but is otherwise a passible post-apocalyptic earth. This also ties into the music: Prunty composes some great pieces, but the FTL album is still his crowning achievement.
I like ITB, but both genre and execution limit its appeal.
I agree that the story events became highly predictable after a certain point. And the final boss of FTL was one of the weakest points of the game (just, ugh).
My long term enjoyment came from (a) learning to play all the ship types and (b) the unpredictable nature of each ship engagement.
(I'm curious about the events you listed. With the right systems and/or crew, you could have neutral or positive outcomes for each. I don't know if you avoided them simply to mitigate risk or because you think they always had the same outcome.)
I find it less random, since I have more control over the outcome. Usually I fail because I missed something and it's all on me. I love it :D
The final boss is a huge letdown though, I wouldn't argue that.
Would I like to player a larger version of Into the Breach, yea definitely. I love what I've played of the game so far. But I am so far from calling it a demo that it almost seems silly to say that. It's a very well balanced and polished game that has enough content to keep you coming back for a while. Maybe not as long as other games, like FTL for example, but it isn't too short or long. I think saying a game is a demo implies it's incomplete, but Into the Breach is one of the most complete games I've seen in an incredibly long time.
I think wanting more is just simply a sign that the game is incredible. NOT necesarilly because it's more like a demo than it is a fully fleshed game. But that's just my two cents.