I keep on reading that as "For the lose" and the description of how much shit can go wrong for your characters in the game makes it seem like a good title lol
Man, that's like, low level nerdiness. Every supergeek knows what FTL really stands for.
Are there any details on the beta?
My desktop is out of action for a few weeks and all I've got is my Macbook Pro.
Beta Overview
Hello everyone! I’m Matthew, the programmer on FTL, and I just wanted to give you a quick overview of what to expect from the Beta. First off, thank you once again for your support through the Kickstarter. We’ve been pouring our lives into this game for the past year and a half and it’s exciting to start the Beta with you. We hope your enthusiasm for the demo and videos carries over to the full game. The Steam Keys for accessing the Beta will be sent out within 48 hours!
The Beta
FTL at this point is very close to what we consider “Feature Complete.” The purpose of this closed beta is to tune the game, squash bugs, and to make it generally more polished. Remember that this is still an unfinished product and there are bound to be problems.
During the Beta I hope to release new builds weekly, but that’s probably overly optimistic and so you should count on every other week updates as more likely. Since there will be changes to the game in the coming months, don’t burn yourself out in the first week. You’ll ruin it for yourself!
Bug Reporting
For those excited about giving us feedback, sign up for an account here: www.getsatisfaction.com/ftlgame All of the bug reporting, suggestions, etc. will go through that system. Some quick pointers if you intend to give bug reports (and we hope you do)
Reproducibility is key in troubleshooting. Please provide as much information as possible so I am able to reproduce the bug you describe. If possible, when you encounter a bug, go back and try to get it to happen again so you can be sure how it happens. If you can’t reproduce it, then that is relevant and helpful information as well! Exact steps are invaluable and you will make this programmer eternally thankful.
Screenshots You can attach files to any bug report. Take advantage of that. Screenshots can be very helpful!
Crashes: On the hopefully rare occasion you do experience a crash, the game will generate a crash dump in “<SteamFolder>/steamapps/common/FTL Faster Than Light/crashlogs” Email crash logs to zasdarq(at)ftlgame(dot)com along with information about how the crash came about.
Videos
Feel free to record videos of the Beta and show it off to people! Monetizing these videos with ads through YouTube is fine as well, just don’t give the game to people. However, since it'll be a few months until everyone else will get access to the beta, we would greatly appreciate it if you do not show hidden/locked content or anything from the final sector. If you decide to anyway, please mark it with SPOILER warnings. It would be a shame for people who did not take part in the beta to have their experience diluted due to an overabundance of spoilers.
Your Suggestions
Please keep in mind the current state of the game when making suggestions. Tuning (game difficulty, weapon balance, etc.) is the most realistic thing to discuss and change. After that, content that already uses the same system could be considered.. for example:
A change to the oxygen system that makes crew move slower when it’s destroyed
Augments that show all the routes (or unique sectors that hide all the beacons)
New dangerous environments (similar to the asteroids/sun locations)
Event ideas
New weapons/drones
While it’s possible that some things could be added before the official release, it’s more likely that we’ll take your suggestions (and complaints) as a springboard for when we begin working on post-release content. Here are some examples of ideas that will not be able to make it into the game. Mostly these additions describe a very different game than FTL and so are unlikely to even make it into expansions.
Multiplayer
Multi-Ship Combat
‘Planet/Space station exploration
Larger, Multi-deck ships
If you have read this far, thank you for bearing with me. That should cover all the important points. You have any other questions, don’t hesitate to email us and ask. Feel free to join our forums at www.ftlgame.com/forum and discuss the game. Once again, hope you enjoy FTL!
The game is fun, but the whole game over = complete loss is stupid. Plus the advancing fleet that makes it impossible to explore the systems is bad too. I also get a bug where the text goes thin and hard to read at times.
Otherwise, I like it.
It is based on a Rouge-like model after all. If you want a persistant ship this game is not for you.
Anyway played a bit and it is hectic, especially in the later stages of the game. I managed to lose 2 crew members cause i wasn't looking at my oxygen levels and my ship had a breach. I like it.
lol.
lol.
Just played through the tutorial and it seems really well and smartly made. Definitely enjoyable so far. Anyone know if it's possible to full screen it though? It's in windowed mode currently.
Also, make this game for my phone device! It's perfect for an on the go kind of play and it has very nice clean graphics that would work well on a touchscreen.
Shields require 2 upgrades (and 2 power) per shield level. The single upgrade isn't a complete waste as it does allow your shield system to take 1 dmg before losing strength.
First run I made it to sector 5 before fuel issues ultimately did me in.
Second run started poorly losing a crew member to an event (being under 3 crew definitely makes running your ship dicey) but turned out fairly well in sector 6, when my 2 final crew member were ambushed by a 3 mantis boarding party.
Love this game so much, hits all the right notes for me.
There are so many things I hate about this game, but I can't stop going back to it. I can routinely get to the last stand on easy, but the furthest I've gotten is damaging the mothership enough for it to run away, then I couldn't repair and catch up to it before it took the base.
I really hope they stop being so obstinate about saves and add a non-hardcore mode. I understand some people (masochists) like to play games like that, but what harm is caused by adding a regular mode where it kicks you back to the start of a zone when you die? Diablo III has a hardcore/regular switch, why can't this?
As it is right now, I can't really consider it a full game. I'm curious how they intend to scale this into a complete game. Certainly not worth the $25 I paid, though I don't regret it yet.
I think the augmentation that gives +15% scraps is key.
It's a rougelike. That is VERY specific type of game. They told you it was a rougelike in the description and that implies very specific things. I really hope they don't change that to suit people that didn't even look up rougelike on Wikipedia before they bought it.
Keep in mind that you could have had the game for as low as $10. You paid the rest because you wanted to play the unfinished version.
I knew it was rouge-like and I knew what that means.
Please tell me exactly how the game would be worse if they added a non-hardcore mode into the game? The answer is it wouldn't be worse. The people who want to play hardcore could play hardcore. I just don't see the point in alienating potential customers for the sole reason of alienating customers.
How many sales do you think Blizzard would have lost if Diablo III was hardcore only? A fuck-ton.
diablo isnt marketed as a roguelike
I haven't booted up my copy yet, but you would think in the indie space at least things can just go and be their own thing and not need to hit the key demographics for everything ever.
Maybe I'll come back to this on my hands and knees though when the game inevitably kicks my ass and I don't enjoy it.
It's not about being obscure. Permadeath adds to the tension of the game and the sense of loss when your ship explodes. A lack of permadeath would also trivialize a lot of the decisions that you have to make along the way. Why kick yourself for one choice or another when you can just reload and keep going? Without permadeath, the effect is lost and the game would not be as interesting as a result of it.I don't see why a game would want to be obscure on purpose.
see... if it had a non-hardcore mode, this wouldn't be happening.I can't stop going back to it
It's not about being obscure. Permadeath adds to the tension of the game and the sense of loss when your ship explodes. A lack of permadeath would also trivialize a lot of the decisions that you have to make along the way. Why kick yourself for one choice or another when you can just reload and keep going? Without permadeath, the effect is lost and the game would not be as interesting as a result of it.
Beat the game using the Engi ship.
Got really lucky with getting a lot of weapon drops, which I just sold off to upgrade my ship. I swapped my missiles for the fire beam during the boss fight since I was just down to one. Now I wished I swapped it out sooner. It's pretty awesome.
Really fun game as is.