

By a similar token, the game doesn't adequately account for how different consequences are for the player than for their enemies, often seeming to not even try to do so. The game falls into a classic trap of being a Player Vs Enemy design that's conceptually 'your foes are the same as you' but then raw mechanics have the AI functionally ignore many concerns in a way that causes many tools to be much less useful for the player than for the enemy. In a lot of other ways, I'm frustrated enormously by the game. Crying Suns is a very clear example, very obviously inspired by FTL, but where FTL's combat has you managing your crew fighting fires, repairing damage, running from danger zones in their ship, etc, while entirely cutting out the concept of tactical maneuvering, Crying Suns instead has you playing a capital ship that does most of its work with fighter craft maneuvering in the field that you control in an RTS way, while your ship provides limited fire support from shipboard guns, with the inside of your ship represented only very abstractly. Its exact gameplay focus is, if not unique, certainly not anything I've seen another game try to focus on -even games clearly inspired by FTL change the conceptual focus to arrive at something fundamentally different. There's a solid core idea there that could've been amazing, and even with the flaws the game is burdened with it's still possible to enjoy a run.
