Info about Convoy:

Official game description:
Convoy is a tactical roguelike-like inspired by Mad Max and FTL in which you cross a wasteland in search of parts for your broken ship.  
Presented in pixel art and set in a future post-apocalyptic setting, Convoy is a squad based tactical roguelike-like in its core. You travel with your combat vehicles and convoy across a wasteland to find parts needed to repair your broken spaceship. During your journey you will encounter strangers in randomized scenarios by picking up radio signals.  
Depending on the choices you make, signals can either lead to tactical combat, text based dialogue or chance based role-play. Whatever choice you make, you need to keep your convoy and its cargo safe from raiders, privateers and other enemies. Keep upgrading your vehicles, as death is permanent in Convoy.  
**Features**  
*   **A new take on tactical combat:** Combat plays out in real time as a high-speed car chase where you need to position your units and use abilities to maximise their effectiveness.  
*   **Exploration pays:** You will encounter many different radio signals, each with a text based event. What doesn’t kill you may reward you with loot.  
*   **Fully customizable units:** Each unit can be upgraded and outfitted with different weapons and abilities, allowing you to customize them to your needs.  
*   **A randomized planet:** Each play-through features different main and side objectives, events, choices, and different consequences to your actions.  
*   **A cold war turning hot:** Three factions vie for control over the planet, your actions tip the scales of balance making you an enemy to everyone. As each faction grows in strength, you need to keep up.  
*   **Permadeath at the core:** Knowing one wrong move could lead to certain death puts you constantly on edge.

Release date: Apr 21, 2015

Categories: Roguelike, Real-time with Pause, Vehicular Combat, Squad Management, Resource Management, Post-apocalyptic, Permadeath

Feature scans:
- Steam Deck: score 60; verdict: Tinkering Required; summary: The filtered reviews show the game is lightweight and runs on Linux, but it suffers from a locked resolution and non-existent UI scaling that makes small text difficult to read on high-resolution displays. Long load times are also reported. No external launcher or anti-cheat issues appear in the evidence. The experience remains playable but requires readability compromises and patience, placing it in the Tinkering Required range.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $7.50 - $12.00
  - Reasoning: The reviews anchor the current full price at $15. One reviewer says it is worth $15, and another treats $15 as borderline rather than unacceptable. However, multiple reviewers recommend buying only on sale or waiting for a discount, and some explicitly say it is not worth $15 without more progression. This pulls the community's fair base-game value below the full $15 anchor, while not as low as the deepest sale price. A fair base range around $7.50-$12.00 reflects that mixed sentiment.
- Playtime Metrics:
  - Game completion: 3.0h
  - Story completion: 3.0h
  - Session length: 1.0h
  - Endgame: 15.0h
  - Reasoning: The evidence shows that Convoy is a short run-based game. One reviewer completed the entire game on normal in 2.1 hours, and a translated German review says a run takes about 2 to 3 hours to defeat the end boss; this supports a gameCompletion and storyCompletion estimate of about 3 hours, since the main quest and full game are described as the same run. Another reviewer recommends it for short burst play and says a run can be finished in about an hour, supporting a sessionLength of about 1 hour. For endgame, one reviewer says that after 10-15 hours you have seen much of the game, supporting an endgame/content-exhaustion estimate of about 15 hours. Confidence is moderate due to some variability in reported completion times.
- Time-to-fun:
  - Summary: Convoy is often addictive and fun at first, especially for FTL fans, but many players report the enjoyment fades into repetitive combat and tedious pacing after several runs or hours. A smaller set says it clicks after the early learning curve, but the dominant reported profile is fun then drops.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Steep learning curve and long mastery time; Confusing UI and a busy tutorial; Micromanagement of targeting and commands; Repetitive combat and events; Random difficulty spikes and frequent ambushes; Vehicle autopathing bugs causing losses
  - Unlock drivers: Getting past the early game or initial hurdle; The game clicking for the player; Successfully executing a strategy feels satisfying
  - Conditions: Familiarity with FTL-style games; Tolerance for repetitive combat and events; Ability to get past the tutorial and learning curve; Whether the game clicks for the player; Willingness to micromanage battles; Tolerance for RNG and difficulty spikes; Interest in a short 10-20 hour experience
- Player Archetypes:
  - FTL Veteran Seeking a Familiar Roguelike (sale)
    - Motivation: Finding a game that scratches the same itch as FTL's run-based roguelike loop.
    - Playstyle: Approaches each run as an optimization puzzle, comparing mechanics and build choices directly against FTL while grinding gear to handle a punishing final boss.
    - Experience: veteran
    - Purchase stance: sale
    - Labels: FTL fan; veteran FTL player
    - Reference games: FTL; Neo Scavenger
  - Mad Max Post-Apocalyptic Atmosphere Enthusiast (buy)
    - Motivation: Immersing in a Mad Max-style post-apocalyptic wasteland and vehicular combat fantasy.
    - Playstyle: Plays thematically, favoring aggressive vehicle tactics such as ramming and positioning to run enemies off the road.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Mad Max; FTL
  - Casual Short-Burst Player (buy)
    - Motivation: Enjoying fun, accessible runs that can be finished in about an hour without heavy commitment.
    - Playstyle: Plays casually in short bursts, favoring lower difficulty and forgiving pacing over hardcore grinding.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: casual players
    - Reference games: N/A
  - Patient Strategy Tinkerer (buy)
    - Motivation: Mastering the tactical resource-management depth through patient, repeated attempts.
    - Playstyle: Deliberately plans fuel and scrap spending and convoy composition, treating each run as a strategic puzzle that improves with experience.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: strategy game collector
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Combat is enjoyable (weight 0.39): Combat is often described as good, pleasant, and fun, with some calling it the best of its kind. Car combat specifically is highlighted as enjoyable.
- FTL-like but unique (weight 0.31): The game is frequently compared to FTL, with many calling it the only true FTL-like. It captures the addictive and accessible nature of FTL while offering its own twist.
- Fun Roguelike Gameplay (weight 0.29): The game is widely praised as a fun and appealing roguelike with diverse runs. Many reviewers highlight its replayability and position it as a worthy entry in the genre.
- Great soundtrack and music (weight 0.28): The soundtrack and music are consistently praised as great, top-notch, and enjoyable. Many reviewers highlight the audio as a standout feature.
- FTL plus Mad Max (weight 0.25): A common description is that the game blends FTL roguelike mechanics with a Mad Max setting. This unique combination is a major selling point for many players.
- Simple and accessible fun (weight 0.21): The game is described as simple but lots of fun, and super easy to pick up. Its accessibility makes it enjoyable for quick sessions.
- Vehicle variety and unlocks (weight 0.18): There is a great variety of vehicles with different sizes and stats. Unlocking new vehicles as you progress adds replayability and persistent upgrades.
- Original FTL-inspired combat (weight 0.18): The combat system is original but feels FTL-inspired, with the ability to pause and plan moves. This strategic depth is praised.
- Use obstacles tactically (weight 0.18): Players can push enemies into deadly obstacles like cliffs, rocks, or ruins for instant kills. Obstacles are telegraphed in advance, adding strategic depth.
- Random events and stories (weight 0.18): Random encounters, loot, and unexpected outcomes from choices create interesting stories. Events provide fictional scenarios resolved by RNG with some morals.
- More forgiving than FTL (weight 0.14): Compared to FTL, the game is seen as more forgiving and elegant, with intuitive movement mechanics. Some find it better than FTL despite having less content.
- Solid and well-made game (weight 0.14): Reviewers consider the game well-made, solid, and fun, though some note it's good but not great. It generally receives positive but not universal acclaim.
- Dialogue choices and freedom (weight 0.1): Dialogue options offer many choices, similar to Mount & Blade, and provide roguelike freedom. This adds role-playing depth and replayability.
- Humour and pop culture (weight 0.1): The story includes humour and pop culture references that many players enjoy. This lighthearted tone adds to the game's charm.
- Incredible and great game (weight 0.1): A few reviewers simply call it an incredible or great game. This high praise is shared by some players.
- Straightforward and charming UI (weight 0.1): The user interface is described as straightforward and simple in all the right ways, with charming elements. It contributes to a positive user experience.
- Easy difficulty is stress-free (weight 0.1): The easy difficulty is great for learning the ropes and is clearable without stress once familiar. It provides a relaxed experience.

Common complaints:
- Repetitive gameplay loop (weight 0.32): Multiple clusters highlight that the gameplay becomes repetitive and lacks variety, with every run feeling the same. This is a frequent complaint that significantly impacts enjoyment.
- Unfavorable comparison to FTL (weight 0.31): The game is often compared negatively to FTL, being described as shorter, having lower production value, less content, and less charm. This comparison appears across multiple clusters.
- Lack of content and variety (weight 0.31): Reviews point out a lack of content, mission variety, enemy variety, and overall things to do. This contributes to the feeling that the game is shallow.
- Short game length (weight 0.28): Players frequently mention that the game is short, often beatable in a few hours, and lacks replayability. This is a common criticism that affects perceived value.
- Frustrating difficulty (weight 0.18): Several clusters mention that the game is too hard, unfair, and frustrating, especially from the beginning. This difficulty spike may deter players.
- Final boss issues (weight 0.18): The final boss is described as extremely difficult, unenjoyable, and not fitting into the game. This is a common complaint among players who reach the end.
- Clunky UI and controls (weight 0.17): Players find the UI terrible and controls clunky, which hampers the overall experience. This is a recurring technical complaint.
- Too much randomness (weight 0.1): The game is criticized for having too much RNG, making outcomes feel arbitrary. This adds to the frustration for some players.
- Unavoidable combat encounters (weight 0.1): Some encounters force combat with no way to escape, which players find restrictive. This limits strategic options.
- Basic story (weight 0.09): The story is considered basic and not particularly deep for a roguelike. This is a minor criticism compared to gameplay issues.
- Not worth the price (weight 0.09): Some players feel the game is not that good and not worth its price. This sentiment may stem from the short length and lack of content.

Gameplay feedback:
- FTL and Mad Max Inspiration (weight 0.55): The game is heavily inspired by FTL and Mad Max, combining roguelike mechanics with a post-apocalyptic vehicular combat setting.
- Vehicle Upgrades and Customization (weight 0.47): Players can upgrade their vehicles with various weapons, speed, durability, and other gear. Upgrades are often obtained by defeating enemies and collecting parts.
- Random Encounters and Events (weight 0.47): Random encounters and text-based events occur while traveling, with outcomes determined by RNG or player choices. These events can be beneficial or harmful.
- Spaceship Repair and Escape (weight 0.39): The main objective is to collect parts to repair a crashed spaceship and escape a desert planet. This involves searching for components while driving around the wasteland.
- Roguelike Structure and Permadeath (weight 0.36): The game features roguelike elements such as permadeath, no saves, and procedurally generated runs that differ each playthrough.
- Real-Time Combat with Pause (weight 0.36): Combat is real-time but can be paused to issue tactical orders. Players position vehicles to maximize damage and use abilities.
- Convoy Management and Composition (weight 0.3): Players lead a convoy of vehicles, including a command vehicle that must be protected. Up to four additional vehicles can be acquired and customized.
- Vehicle Combat Positioning and Ramming (weight 0.3): Combat involves positioning vehicles to deal damage and ramming enemies into obstacles. Some obstacles cause instant death.
- Side Quests and Missions (weight 0.28): Side quests can be completed at leisure, often rewarding vehicles or upgrades. Some vehicles are unlocked by completing specific conditions.
- Post-Apocalyptic Wasteland Setting (weight 0.23): The game is set in a sci-fi post-apocalyptic wasteland where players explore a randomized global map.
- Resource Management: Fuel and Scrap (weight 0.18): Players must manage limited resources, primarily fuel and scrap, which are used for upgrades, repairs, and travel.
- Camps and Settlements for Resupply (weight 0.17): Camps and settlements allow players to repair vehicles, refuel, buy equipment, and acquire new vehicles.
- Tactical Squad-Based Combat (weight 0.16): Combat is tactical and squad-based, requiring micromanagement of vehicles and abilities with cooldowns.
- Difficulty Scaling and Easy Mode (weight 0.15): The game includes difficulty levels, including an easy mode. Encounters become more difficult over time.
- No Disengage Option in Combat (weight 0.1): Once combat starts, there is no option to flee or disengage; players must fight until the end.
- Text-Based Mini Adventures (weight 0.09): The game features conversational text adventures that develop the story through English text.
- Free Exploration of Planet (weight 0.09): Players can freely roam the desert planet with their convoy, exploring a desolate lawless world.
- Grinding Random Events for Quests (weight 0.08): Players may need to grind random events and encounters to prepare for quests.

Performance notes:
- Performance and technical issues (weight 0.18): Multiple clusters report a range of technical problems including high resource usage, very long load times, intermittent failure to launch, and generally slow performance compared to similar games like Carmageddon: Reincarnation.
- Locked resolution and readability issues (weight 0.14): The game's resolution is fixed, which causes small text to be hard to read at 1920x1080 and large black bars on ultra-wide monitors; windowed mode can be manually resized as a workaround.
- Frame rate drops in boss fight (weight 0.06): The game engine reportedly drops to single-digit frame rates during the final boss, causing a severe and specific performance degradation at a critical moment.

Recommendations:
- Strong FTL comparison (weight 0.7): Many reviewers repeatedly compare Convoy to FTL, recommending it for fans of that game or criticizing it for failing to match FTL's quality. The game is often described as a must-buy for FTL enthusiasts but inferior to FTL in execution.
- Wait for sale (weight 0.67): A large number of reviewers advise waiting for a discount, with many stating the game is not worth its $15 full price but is a good value on sale. Common suggestions include buying at $5 or during a 50-75% off sale.
- Mixed recommendations (weight 0.43): Opinions are divided, with some reviewers giving a positive recommendation while others cannot recommend it or are ambivalent. Many express a 'kind of recommend but kind of don't' sentiment.
- Not worth full price (weight 0.36): A recurring complaint is that the game is overpriced at $15, with many stating it is not worth the full asking price. Some suggest it is only worth buying for under $5.
- Frustrating difficulty and balance (weight 0.26): Several reviewers find the game frustrating due to difficulty spikes and balance issues, with some quitting early. However, others note that the difficulty scaling makes it more accessible than FTL.
- Short but enjoyable (weight 0.23): Several reviewers find the game fun for short bursts or a brief playthrough, lasting around 5-20 hours before becoming boring. It is often described as worth trying for a quick fix.
- Positive for strategy fans (weight 0.21): The game is recommended for fans of strategy, roguelikes, and tower defense, with some calling it a must-buy for those who enjoy strategic combat.
- Bugs need fixing (weight 0.2): Several reviewers mention bugs and recommend waiting for patches before purchasing. Some state the game is not ready for release due to bug issues.
- Mad Max atmosphere appeal (weight 0.18): Reviewers frequently highlight the game's Mad Max-inspired post-apocalyptic setting as a strong selling point for fans of the franchise or the genre.
- Limited replayability (weight 0.17): Some reviewers criticize the game for lacking replayability and becoming repetitive after a few playthroughs. It is often described as good for one playthrough only.
- English reading required (weight 0.16): The game requires a good command of English to understand events and text quests, which may be a barrier for non-English speakers. A Japanese localization patch exists and is recommended for those who need it.
- Graphics and depth concerns (weight 0.13): Some reviewers note that the game lacks deep complexity and may not appeal to those who prioritize graphics. It is recommended for casual players who are not focused on visuals.
- Potential for improvement (weight 0.1): Some reviewers see potential in the game and suggest it can be returned to from time to time as it improves. Others are happy to have backed it and recommend it despite flaws.
- Fuel and scrap management tips (weight 0.08): Reviewers share practical tips such as keeping fuel above 50 and maintaining 20-50 scrap at all times. These are presented as helpful advice for new players.
- Combat and vehicle tactics (weight 0.08): Some reviewers recommend using a vehicle for ramming enemies and watching for red skulls in combat to avoid losing vehicles. These are specific gameplay tips.
- Final boss criticized (weight 0.05): At least one reviewer gave a thumbs-down specifically due to the design of the final boss. This is a niche but specific criticism.

Other player notes:
- FTL comparison aspects (weight 0.52): When compared to FTL, the game is noted to have less mechanical depth, easier difficulty, no time limit or limited encounters, and fuel management is less punishing. Some say it's not like FTL at all, while others call it a genre comparison.
- Constant FTL comparisons (weight 0.51): The vast majority of reviews compare this game to FTL: Faster Than Light, often calling it a spiritual successor or a game that closely follows its formula. It is described as similar in interactions, text-based dialog, and overall feel, and is even said to be the closest game to FTL.
- Game length and replayability (weight 0.49): The game is fairly short, with runs taking about 1-3 hours, and can be completed in 2-3 hours on normal. Replayability is limited due to few weapons and random events, but it is designed to be replayed with unlocks for new vehicle starts.
- FTL and Mad Max mix (weight 0.44): Many reviews describe the game as a combination of FTL and Mad Max, with a Mad Max setting and FTL-like gameplay. This comparison is frequently mentioned and is considered accurate by many players.
- Price and value (weight 0.32): The game costs $15, and some reviewers feel the price is high compared to FTL and that short playtimes may only be worth a third of that price. It is considered fitting for the price point by some, and a sale at -75% is suggested.
- Technical and performance aspects (weight 0.32): The game has an install size of 800 MB, runs on Unity, and works fine on old Ubuntu Linux machines. Some minor graphical bugs occur, and the default resolution can be stretched to fullscreen. There is also a bug where the boss chases you across savegames.
- FTL comparison not favorable (weight 0.3): Some reviewers feel the game fails to live up to FTL, lacking its execution, content, and replayability. They note it doesn't go toe to toe with FTL and that FTL has more content and strategic depth.
- Mad Max and other inspirations (weight 0.28): Beyond FTL, the game is compared to Mad Max, Mount & Blade for dialogue choices, Autoduel, and the Mad Max 2 movie. It also references other video games and sci-fi shows in events, such as Fallout 1 quotes and Metal Max vehicles.
- Language and localization (weight 0.28): The game is in English with a lot of text, and there is no Chinese localization; a fan-made Japanese patch exists for the beta. Some reviewers anticipate a Japanese mod.
- Content and world size (weight 0.27): The game features a lot of content and a very big game world, with around 115 events. However, some reviewers feel there is not enough content for extended play, and events become repetitive over time.
- Difficulty and achievements (weight 0.25): The game has 29 achievements, none secret, and is compared to XCOM on classic difficulty for RNG. The boss fight is reminiscent of FTL, and some achievements are long and uninteresting. A miniboss achievement has less than 25% completion.
- Replayability and unlocks (weight 0.23): The game is designed to be replayed with unlocks for new vehicle starts, which are unlocked by beating the game multiple times in specific ways. New vehicles are added when certain conditions are met, and starting options are locked initially.
- Other comparisons (weight 0.21): The game is compared to Skyshine's BEDLAM, Apocalypse Express, Sunless Sea, Space Rangers (without trading), and Neo Scavanger. It is also likened to the youngest brother of FTL and a spiritual sequel.
- Story and setting (weight 0.2): The story involves a spaceship crash-landing on a wasteland planet, where the protagonist leads a convoy to find supplies and repair the ship. It is set in a rough-and-tumble Mad Max world on Omek Prime, with a wild space western setting.
- Writing and references (weight 0.2): The game has witty writing, flavor text with geek references, and multiple solutions to quests. It contains many references to other video games and sci-fi shows, including verbatim quotes from Fallout 1.
- Soundtrack quality (weight 0.15): The soundtrack is described as charming and retro by some, but bland by others. It also includes a pulse-pounding soundtrack and killer voice acting according to some reviews.
- Mods and community (weight 0.11): The game supports Steam Workshop mods and has very few mods but hardly needs them. Some screenshots showing more vehicles are believed to be from a mod.
- Visuals and graphics (weight 0.11): The game has retro graphics resembling an early 90s game, with pixel art. The scaling looks warped in some screenshots but not in actual game.
- Game completion and time (weight 0.11): The game can be finished in about an hour, and a second playthrough took two more hours with 59% of achievements. It is ideal for short casual sessions.
- Developer communication (weight 0.1): Some reviewers note that the game is abandonware, with developers teasing an update and then disappearing for over 3 years without communication. Others mention that developers seem to be updating and balancing the game.

Emotions:
- Frustration (weight 0.31): Players are frustrated by excessive RNG that creates unwinnable situations, unpredictable difficulty spikes, and punishing mechanics like fuel drain and permadeath. Bugs, clunky UI, and poor controls further compound the sense of unfairness. The lack of player agency and meaningful choices in combat and progression often leads to unavoidable defeats.
- Disappointment (weight 0.29): Many players expected a deeper FTL-like experience but found the game shallow, repetitive, and lacking in content and replayability. The final boss, story, and quests often feel underdeveloped. Technical issues and unfulfilled potential contribute to a sense of wasted promise.
- Enjoyment (weight 0.16): Players enjoy the game's unique blend of real-time vehicular combat, roguelike progression, and humorous writing. The upgrade system, random events, and fast-paced action provide hours of fun. Many appreciate the Mad Max-inspired setting and the strategic depth of convoy management.
- Satisfaction (weight 0.09): Satisfaction comes from mastering the challenging combat, successfully executing strategies, and overcoming the brutal difficulty. The core loop of winning battles, collecting loot, and upgrading vehicles is rewarding. Beating the game on normal difficulty or breaking through tough situations provides a strong sense of accomplishment.
- Boredom (weight 0.08): The game becomes boring due to repetitive combat, monotonous events, and a lack of variety in enemies, vehicles, and weapons. After a few runs, players find the gameplay loop predictable and unengaging. The low map variety and identical fights contribute to a sense of tedium.
- Excitement (weight 0.06): Excitement stems from the thrilling vehicular combat, pulse-pounding soundtrack, and the ability to ram enemies. The unique mix of FTL and Mad Max, along with engaging text quests, keeps players on the edge of their seats. Once players gain an advantage, the game becomes an absolute blast.
- Amusement (weight 0.03): Players are amused by the humorous quest dialogues, pop culture references, and witty writing. The roleplay-style text and absurd situations, like the ghost truck Driving Dutchman, add a lighthearted tone. These elements provide comic relief amidst the challenging gameplay.
- Annoyance (weight 0.03): Annoyance arises from resource management being overly harsh, particularly fuel consumption, and repetitive content. Visual bugs during battle also detract from the experience. These minor but persistent issues grate on players over time.
- Enthusiasm (weight 0.03): Enthusiasm is driven by the unique combat gameplay, excellent writing in missions and random encounters, and well-designed boss fights. Players appreciate the game's originality and the engaging tactical depth. The blend of strategy and storytelling keeps them invested.
- Appreciation (weight 0.02): Players appreciate the game's combat focused on positioning, line-of-sight targeting, and elimination priorities. Despite its small size and retro graphics, the world feels interesting and the gameplay remains fresh and relevant. The similarity to FTL and Mad Max is also valued.
- Liking (weight 0.02): Players like the overall feel of the game and the evident effort and love put into its development. The game's charm and unique qualities resonate with them. This positive sentiment is based on the game's atmosphere and design.
- Anger (weight 0.02): Anger is triggered by unfair situations, such as combat bugs where vehicles clip into each other or escorts refuse to fire. The game's harshness, like a fully tuned vehicle being destroyed by a single bad choice, feels unjust. This leads to intense frustration and a sense of being cheated.
- Hope (weight 0.02): Players hope for a successor to the game and would support a similar game with DLC. They see a lot of potential in the concept and want to see it realized. This hope drives them to return and show support for the developers.
- Fun (weight 0.01): The game is fun due to its challenging gameplay and enjoyable side quests. Players find the difficulty engaging and the quests entertaining. This combination creates a positive and enjoyable experience.
- Amazement (weight 0.01): Amazement comes from the game's scavenger gameplay and endless possibilities. Players are impressed by the scope and freedom within the game. The ability to explore and discover new things constantly surprises them.
- Addiction (weight 0.01): The game is addictive because players get more hooked as runs progress. The immediate urge to replay after beating the boss indicates a strong compulsion to continue playing. This addictive quality keeps players coming back for more.
- Mild frustration (weight 0.01): Mild frustration occurs when the vehicle autopathing leads it into a wall, resulting in destruction. This specific issue causes minor annoyance but not intense anger. It is a small but irritating flaw in the game's pathfinding.
- Preference (weight 0.01): Players prefer this game over FTL because it lacks a strict time limit, allowing recovery after a bad fall. This design choice makes the game more forgiving and enjoyable for them. It provides a less stressful experience compared to FTL's pressure.
- Dislike (weight 0.01): The bland soundtrack is the main reason for dislike. It fails to enhance the game's atmosphere and can be unengaging. This negative aspect detracts from the overall experience.
- Upset (weight 0.01): Upset is caused by instantly losing a vehicle when it collides with a red skull. This sudden and harsh penalty feels unfair and frustrating. It leads to a strong emotional reaction of upset.}