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3153😀GeneralBugs:
Under new game the map Seed tooltip is the same as the Save Replay tooltip.
Clicking multiple building to request an item cancels the order of previous ones when delivery units are limited.
Drones with two different types of shield generator have a bug that one does not regenerate and the visuals get messy.
Sometimes the tier 3 red shields only have a +5 regen per sec and sometimes only a single shield will charge at once.
Resources can spawn on inaccessable plateus which ground bots will still try to reach
Bots with 2 mining components cannot dedicate targets for the second miner using behaviours or clicks.
Rock bot icon does not automatically show when being queued.
Pathing across blight will sometimes leave units idle or ignoring orders even with the Blight Stability tech or the blight shield component.
Foundations have an owner. Hostile bots still get a speed boost on foundations and do not automatically attack them. Unless there are technologies planned that give selective buffs/debuffs, these tiles should be considered neutral.
Automatic network logistics falls apart with larger bases. Logistics network tends to cap out at about 50 bots. This means orders are left ignored unnless manual logic is added.
Flying units are not easy to select over structures they are in front of.
Blight Power Generator does not specify the quantity of power generated.
Blight Gas prosucing structure does not list the cooldown per cycle.
Satellites have inventory sockets but cannot be interacted with to fill the sockets. There is also no easy option to land then with out going through several menus. Satellite landing lacks an animation. There is no cooldown between launch and landing so animations do not match.
Explorables on ramps do not look properly supported by the foundations eg. human Warehouse.
Curious bots stop spawning if you manage to hack 3 of them.
Human Missile Turret projectile visuals pierce through the ground.
Even after getting the virus vaccine tech bots still turn off on virus exposure.
Opening a dialog when scrolling causes the screen to continue scrolling indefinitely until the arrow of the same direction is pressed again.

Suggestions:
The early part of the story is good with the goal being to reconnect then repair the mothership but quickly starts to fall apart if there is a non-linear tech progression. The introduction of the ruins as being similar in technology is well done and when the human ruins can be explored reavealing that the mothership might be the one they abandoned. Still with the virus story arc there are inconsistencies especially when the AI advisor gets "changed". It is never clear when it is discovered that it is not a real mission and the world is a simulation. The whole plot point of the world being a simulation is suddenly dropped on getting the Epic Structures tech without any buildup. It is also never made clear when it is discovered the bugs are not native fauna.
The resimulator is poorly explained. On getting the tech you are told it is important for reaseach but never what it does. Maybe add that to the tutorial? Also it is never explained what world stability is or how to improve it.
Should be a more noticeable notification when resources are depleted and miners cannot find any nearby.
There should be sound differences for different notifaction types like blight storm and anomaly bot.
Need an intermediate that uses obsidian. As currently so few things use obsidian a single miner is sufficient for the entire game.
For storage blocks there needs to be an upgrade function to higher tiers. This prevents the need to deconstruct, reconstruct and then find all the bots ordered to transport to the block (Move command that gets cancelled when right clicking). Let alone reshuffleling of contents. Also the order of the different storage tiers is not in an accending order in the build menu.
There is a prompt for if you want to attack your own unit but not for committing an act that will declare war on a neutral faction (aliens and anomaly).
Human Miner Mech is is only unlockable so late game that it is practically useless.
Under move behaviours there should be a scout local where the unit will look around within a certain distance of a location.
If hostile to the Anomaly faction the one curious bot type will telport in and start shooting up logistic routes. Maybe have the teleport spawns be considered neutral each time?
It is clear from the tech tree so far that virus is defuff weapons, anti debuff armour and bug manipulation but for tier 1 the proposed scaling of total immunity and being able to launch entire bug attacks in tier 1 seems a bit steep. Maybe shift those to t2/3. Currently the human tech tree seems mainly focused on exploration/resource gathering, intelligence/conversion and logistics so might benefit from having the Human Miner mechs early in the tech tree and L versions of radars, better flying bots later in the tech tree. The bot tech tree is focused on better structures, bot frames and giving a balanced mix of power generation, defence, utility and offence as it should be but scout should not be described as an early bot given the late position in the tech tree. From the lore so far it sounds like the alien tech tree will include techs for interpreting the balance puzzle symbols, abilities to communicate with the alien faction and offence/defence related techs (External/area shield components, combat drones and internal weapons). The blight tech tree seems focused on terraforming, resource conversion/regeneration and reducing the nagative impacts of blight/blight storms. Currently units are still greatly slowed in blight even with shields and the blight stabilization technology so maybe add movement penalty immunity as a later tier technology. Currently the ability to convert laterite into ore and crystals is not very useful as the other two are more abundant and by the time the converter is unlocked the amplifier is already available making the more common reasources easier to obtain then laterite. Being able to manipulate the power and/or frequency of blight storms might also be of tactical advantage.
All the human log files are found too quickly given how human ruins are clustered in groups. Maybe have them limited to the laboratories or a reduced chance of finding in each ruin?
Currently combat feels like a battle of glass cannons where the side that shoots first wins due to a lack of durability even with shields while the lack of S and I comonent slots on higher tier stuff makes the health boost modules worthless compared to more shields and turrets. Maybe add some damage % reduction components or an armour system?
Other than an increased surface area on the 2x3 strutures, they feel vastly inferior to the 2x1 counterparts.
Consider having later tier bots come with a built in behaviour and small radar component to save 50-100% of internal slots being used to have basic automation?
Maybe have discovered resimulator recipies added to the dictionary?
There should be a part of the tutorial on how to use drones.
Bugs, curious bots and alien soldiers do not list their attack damage.
It is currently difficult to transfer components to drones.
Automated transfer bots are prone to forming traffick jams outside storage structures as idle export bots will block imports and not move.
Bitlock turret stunned enemies currently always retreat 2 tiles before engaging again meaning 6 turrets can lock down even the superboss to an extent it can be converted. Consider giving it immunity/resistance.
 2023-11-12 21:11:24

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