Matthew Davis, one of the designers of FTL just agreed to doing an interview with us. I am wondering if anyone has any questions they want me to ship over with the interview? Id like everyone to submit their questions in the comments by Sunday.
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FTL is unapologetically difficult, and that was clearly a deliberate design decision - no saving games, no second chances, and a difficulty progression that's meant to restrict victory to the narrowest cases. It definitely works, and part of the game's fun is in knowing that there's no looking back and that today is probably not the day you save the Federation. In an era where even "limited continues" is often considered a rigorous difficulty feature, how and why did you decide on this level of challenge?
Thanks Cap. Added that to the interview.
As a Kickstarter backer, it was interesting to see how the game evolved from what you had at that point, and what FTL became. It seemed like the feedback you received from each build had a definite impact on what was released to the public. How was your experience with that, and the Kickstarter process in general, and is it something you would consider doing again?
Thanks @script, added.
Thanks yall. I will buy this post BUT rest assured, I shipped off the interview with your questions in it :D