
A turn-based tactics game about protecting buildings from giant monsters with telegraphed attacks.
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Gcreator of Game Maker's Toolkit testRoguelikes, Persistency, and ProgressionInto the Breach grew from one telegraphed enemy attack and kept clarity above all, cutting cool ideas that made the HUD hard to read. It shows every enemy plan, uses almost only pre-decision randomness, and carries one levelled soldier into the next run. Lesson: build around one fun mechanic, and design the interface with the mechanics.
From Subset's Into the Breach design story
Subset kept the most fun enemy and rebuilt the game around it. Into the Breach started as an Advance Wars-style tactics game with random, hidden enemy attacks. One enemy that highlighted the tile it would attack was the most enjoyable part, so Subset made telegraphed attacks the core of the game.
Each choice led to the next. If players can see and dodge attacks, the game becomes about protecting static buildings. Then pushing enemies makes their attacks miss or hit each other, which leads to tricking enemies into killing each other.
Build a rough prototype and follow what is fun. The whole design of Into the Breach followed from that one telegraphed foe, an example of a game that seems to design itself once the team listens to the prototype.
This way of working makes schedules hard to predict, so it depends on failing fast: cheap attempts, quick tools and placeholder art. Sam Coster of Butterscotch Shenanigans describes the process as "the game discovering itself over time."
Mechanics that couldn't be shown clearly were cut. Into the Breach displays every enemy action at once on a small grid as a web of arrows and icons. Subset removed enemies and weapons with long cause-and-effect chains or large-area attacks because they were too hard to display.
The HUD was designed together with the mechanics, not added late to patch them. Co-designer Justin Ma: "we would sacrifice cool ideas for the sake of clarity every time."
Animated previews explain weapons better than text. Weapon effects are shown as small animations of tiles moving instead of written descriptions.
Justin Ma: "You could type out a hundred times, 'Damages a tile and pushes adjacent tiles,' but showing that little animation of them moving is a thousand times more effective." Where text is still needed, use fewer words, stay consistent and avoid jargon.
Roll randomness before the player decides, not after. After FTL, which was packed with swingy output randomness, Subset built Into the Breach almost entirely on input randomness, randomness the player sees before acting. The result is fairer and more strategic.
Output randomness, like XCOM hit chances, breaks plans through bad luck rather than poor play, which is why it draws most of the anger. Geoff Engelstein calls this "the fundamental difference between randomness that supports strategy, and randomness that undercuts strategy."
Keep only output luck that can save the player. The one output roll left in Into the Breach is a small chance that an enemy attack on a building misses, which can rescue you from certain defeat. It is too small to rely on but feels great when it lands.
Justin Ma: "if there's randomness where you're expecting something bad and then you get something good, no one ever ever complains."
Full information has a cost: long, analytical turns. Because Into the Breach shows every enemy plan, a single turn can take 10 to 20 minutes of analysis. Perfect information invites paralysis and airtight plans.
Keith Burgun calls the limit on what a player can foresee the information horizon, set by complexity, execution, hidden information or randomness. In Into the Breach, not knowing enemy actions for the next turn is what keeps the horizon from being total.
Pair movement and chain effects so units combo. One unit chains electric shock damage through adjacent targets, while another grapples enemies and moves them around the map. Pulling enemies together sets up the chain.
A temporary carry-over gives a reason for one more run. When a run ends, one levelled-up soldier survives and can be used in the next attempt, but not permanently. It gives a leg-up without a lasting change to difficulty.
"It just gives you a bit of a leg-up, and also an excuse for 'just one more go'."
It shows weapon effects as small animated previews. Designer Justin Ma said showing tiles move is a thousand times more effective than typing out the effect.
Animated previews explain weapons better than text. Weapon effects are shown as small animations of tiles moving instead of written descriptions.
Justin Ma: "You could type out a hundred times, 'Damages a tile and pushes adjacent tiles,' but showing that little animation of them moving is a thousand times more effective." Where text is still needed, use fewer words, stay consistent and avoid jargon.
It shows every enemy action at once as a web of arrows and icons, so enemies and weapons with long cause-and-effect chains or large-area attacks were cut. Co-designer Justin Ma said they sacrificed cool ideas for clarity every time.
Mechanics that couldn't be shown clearly were cut. Into the Breach displays every enemy action at once on a small grid as a web of arrows and icons. Subset removed enemies and weapons with long cause-and-effect chains or large-area attacks because they were too hard to display.
The HUD was designed together with the mechanics, not added late to patch them. Co-designer Justin Ma: "we would sacrifice cool ideas for the sake of clarity every time."
Started as an Advance Wars-style game with random hidden attacks. One enemy that showed its attack tile was the most fun, so the game became about telegraphed attacks, protecting buildings, and pushing enemies. Its whole design for Into the Breach followed from one telegraphed enemy, which the team treated as the game discovering itself over time.
Subset kept the most fun enemy and rebuilt the game around it. Into the Breach started as an Advance Wars-style tactics game with random, hidden enemy attacks. One enemy that highlighted the tile it would attack was the most enjoyable part, so Subset made telegraphed attacks the core of the game.
Each choice led to the next. If players can see and dodge attacks, the game becomes about protecting static buildings. Then pushing enemies makes their attacks miss or hit each other, which leads to tricking enemies into killing each other.
Build a rough prototype and follow what is fun. The whole design of Into the Breach followed from that one telegraphed foe, an example of a game that seems to design itself once the team listens to the prototype.
This way of working makes schedules hard to predict, so it depends on failing fast: cheap attempts, quick tools and placeholder art. Sam Coster of Butterscotch Shenanigans describes the process as "the game discovering itself over time."
Shows every enemy plan, so one turn can take 10 to 20 minutes of analysis. Made after output-heavy FTL, it uses almost only input randomness, and its one output roll is a tiny chance an enemy attack on a building misses. Packed with swingy output randomness, in contrast to its follow-up Into the Breach, which is fairer and more strategic.
Roll randomness before the player decides, not after. After FTL, which was packed with swingy output randomness, Subset built Into the Breach almost entirely on input randomness, randomness the player sees before acting. The result is fairer and more strategic.
Output randomness, like XCOM hit chances, breaks plans through bad luck rather than poor play, which is why it draws most of the anger. Geoff Engelstein calls this "the fundamental difference between randomness that supports strategy, and randomness that undercuts strategy."
Keep only output luck that can save the player. The one output roll left in Into the Breach is a small chance that an enemy attack on a building misses, which can rescue you from certain defeat. It is too small to rely on but feels great when it lands.
Justin Ma: "if there's randomness where you're expecting something bad and then you get something good, no one ever ever complains."
Full information has a cost: long, analytical turns. Because Into the Breach shows every enemy plan, a single turn can take 10 to 20 minutes of analysis. Perfect information invites paralysis and airtight plans.
Keith Burgun calls the limit on what a player can foresee the information horizon, set by complexity, execution, hidden information or randomness. In Into the Breach, not knowing enemy actions for the next turn is what keeps the horizon from being total.
One unit chains shock damage through adjacent targets while another grapples enemies and moves them around. Pulling enemies together sets up the chain.
Pair movement and chain effects so units combo. One unit chains electric shock damage through adjacent targets, while another grapples enemies and moves them around the map. Pulling enemies together sets up the chain.
Lets one levelled-up soldier survive death into the next run, but not permanently. Difficulty stays unchanged and it gives a reason for one more go.
A temporary carry-over gives a reason for one more run. When a run ends, one levelled-up soldier survives and can be used in the next attempt, but not permanently. It gives a leg-up without a lasting change to difficulty.
"It just gives you a bit of a leg-up, and also an excuse for 'just one more go'."
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