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(6 edits) (+3)

Very cool FTL-like!

  1. I love how movement commands are retained across role transformations!
  2. I wish there was Shift-queuing of waypoints, like to harvest this and then harvest that and/or pick up multiple little minerals off of the ground. But I suppose part of the intensity of the game is the micromanagement; I'm not sure of whether this was done intentionally.
  3. It's a bit weird how enemies keep moving in place once the rocket takes off (although this doesn't seem to happen if there is a lot of turrets pecking at them).
  4. Some kind of indicator that tells us whether a robot is busy or idling would be helpful, as opposed to having to manually monitor each one.
  5. A massive explosion graphic when the space ship is destroyed instead of just disappearing would be nice, which feels like a letdown. Same with the robots; I want to emotionally witness my failure spectacularly, haha!
  6. Demolishing doesn't seem to do anything; I select a building, click it, and nothing happens.
  7. Robots can get stuck running in place, especially in tight spots around the spaceship if turrets are built around it and it lands in an area surrounded by canyons. I also saw 3 area-patrolling enemies eternally trying to move into the same hex from three perfectly triangular angles, too, which was awkward to witness.
  8. It'd be nice to be able to pick default roles that robots will land on planets as, as opposed to the current issue of having to remember to decide on them before leaving the previous planet.
  9. Currently we are unable to press Escape to pause the game while the ship is landing on a planet.
  10. There is no indicator to indicate to us already-explored planets without clicking on them; a border highlight would be nice.
  11. Depending on the position of a harvester robot, the brightness of the mining laser itself can mask the mineral-count number. It would be nice if the number had a black outline.
  12. Enemy graphics can perfectly overlap each other, sometimes. It's a bit weird to see an enemy suddenly split into two.
  13. At first I didn't understand that the spaceship was self-armed as I couldn't differentiate the graphics well. It would be nice if there was a small laser cannon on its central black strip that spins around like the turrets' heads do, so it can be more easily noticed.

Thank you for the detailed feedback!

(+2)

Absolutely. If a good game goes on a giveaway, and I still can't afford to tip, then a thorough review is the bare minimum with which I should reciprocate. Further thoughts now that I beat it:

  1. Just a tiny thing: it would be interesting to see the new rescued robot be a random type instead of always a Defender.
  2. I realized that that movement bug can be reproduced if you select multiple robots and try to run them into a wall, so this could help with debugging. Also, if you have an Engineer on one side of a mineral deposit, and have it construct an extractor on the exact opposite side, it will run forever into the mineral deposit instead of around it to get to working on the extractor (at least, it did that for me most recently).
  3. Shift+clicking other robots to add to your current selection would be nice. Currently Shift does nothing in that regard. As for this, I think the Shift prerequisite to select units is the biggest issue that I had with FO's keyboard shortcuts, when it compares to other RTSs (I've played the gamut... StarCraft, TA, WC3, Homeworld, Red Alert): considering how the max amount of special abilities per class is only two anyways, those could be mapped out to, say, R and T (or, at best, be user-defined), and have unit selection be maintained in the classic numerical way of other games – without needing Shift.
  4. I was a bit upset that defeating the boss instantly triggers the ship to leave, which made me get caught off-guard by the abrupt ending. I was upset because it felt like my valuable robots which fought so hard against the boss were simply left behind as meaningless tools; I wasn't given a chance to return them to the ship.
    Speaking of that stage: about the EMP effect on the ship, it would have been very interesting if its laser was disabled, to force the player to rely on turrets alone. It felt a bit too easy once I got into the groove of four turrets + one engineer for constant self-repair while the 3 others crawled across the map as one solid group.

Despite these little matters, it is a cool game and a very interesting take on the tower defense genre! The closest thing I can think of that I've also played is Infested Planet (in which the focus is to destroy those enemy spawn points outright, before they overwhelm you!).