I like it, I admire it, but it is much too frustrating in [Invisible, Inc.] General Discussion and Strategies Posted August 24, 2014 Nah, you give those games too much credit! I played them both recently, and I can tell you about that room in "The Binding of Isaac", were you enter with a lot of hearts, and barely survive it with only half heart! Or about that spaceship in section 3-4 in FTL, that teleport four fully-combat-trained invaders to your ship, brutally murdering everyone, while you barely upgraded your shield to level 2!And don't let me even getting started with Spelunky!! Well In Binding of Isaac, you can always bomb the door you came through, or another one, and get out of the room where you are in a bad situation.FTL also has the option to give up combat, spool your engines and jump. I meant that kind of "Oh ****" remedy.They can be costly for both games in terms of health/resources lists or damage to deal with. Anyway, I know for sure now I am not a fan of rogues like where your whole progression is lost. Just the way i take my games.I have taken the sad habit of backing up the save game file of inv. inc. should I fail miserably, just like I had with don't starve at one point. It kinda sucks as I obviously cheat. Having the option to avoid the fatal "oh **** situations" would be much more satisfying than this (limited roll backs of the previous turns, definable à la Don't starve options ?). I suspect a lot of people in the end resolve to this kind of things at one point or another of their experience, admitting it or not. The more I explored the game and the more promising it gets in the end, there is still some serious work to balance that all and have more impact/diversity by higher end objects (at the moment, they actually get powerful but without really branching the gameplay possibilities I feel).