-No way to quit back to the start, only to close the game completely
-Enemies don't really attack, they just zoom around and do nothing -I assume 2 blue squares were my allies, but I don't think they did anything of note -Shooting rockets when going at high speed makes it so you outpace them -Machinegun is basically useless, slight tracking/auto-aim would probably be nice -There's extreme G force simulation, but I don't think it does anything -The only reliable strategy is head-on near collision while you're holding down the machinegun button and spamming the missiles (those at least have homing, thank god) -You don't really feel like you're going fast even when your speed is in quadruple digits -It felt like turn speed was a bit too slow even if you tried to slow down and turn at the same time -Only one level
-Character sprites are cute -I don't know what engine the game is made in, but it feels like Godot purely because how horrible 3D models look -They still look good by Godot standards, though -The weird desert that you're flying over is downright depressing
-Engine rumble is the only sound that exists -Really wouldn't mind having SFX for machine gun, missile and downing an enemy, at the very least -No music
Much more straightforward than the other game from DD52, but lacking in variety. Not sure if it's a serious project or just someone trying to see if it's possible to make arcade flying sim in this engine
Needs a windowed fullscreen option. I don't want to have to resize all my windows every time I close a game.
Make RMB go back in menus.
The camera shake being much slower than the fire rate of the gun looks bad.
Yawing is useless. It's so slow it's barely even noticeable.
I still can't keep up with the other planes. I feel like they're way more maneuverable. As soon as I get one on screen it's gone in a second.
Needs an indicator to show where your target is when it's offscreen.
Camera pitch should be limited to +-90 degrees.
The game has no right using this many resources for the level of fidelity. Needs LODs for the terrain and a maximum draw distance for the vegetation (especially those bushes you can't see anyway at a distance).
Closed and reopened the game and yawing now suddenly works. Restarted it again and it went back to being slow.
When the yaw was actually doing something, the gun was shooting below the reticle and the range was lower than normal.
Shells use local instead of global coordinates; they fall upwards if your plane is upside down.
For windowed fullscreen, you can set it to a higher resolution without checking the fullscreen option and it shouldn't mess with your other windows. If that wasn't working, it was a bug. I'll test it later today. Or if you just mean you want something that dynamically fits your resolution instead of the couple hardcoded options, that's on the list For the other planes being more maneuverable, if you're going too fast or too slow you can't turn optimally. Right now all that there is to communicate that is a blackout effect if you're going too fast and some wingtip vortices if you're close to the optimal speed, but I'm still working on communicating that. Rest is good suggestions, I'll work on them.
Plane and UI look good. Flying feels good. Isn't as responsive as I prefer but I see what you're going for. Lack of any gunsight mode is rough but I assume that's just not implemented yet. You can flip your head upside down in the cockpit. It seems like you have to maintain lock for missiles to track. Combined with their anemic tracking even when locked, short lock range, and low response on the craft make it very hard for anyone to land a hit on anyone. I never felt under threat and found it inconsistent to hit targets even under optimal trajectories.
very awkward controls, forcing everything to the left hand. keyboard + mouse is standard for PC, I suggest looking at battlefield/warrock(does it still exist? well, that's where I've had most of my flight time.. good times) if you need inspiration.
right away I can suggest putting fire on M1. WASD, EQ turning should be quicker for a better game feel, IMO. I tried shooting at the blue guys but I'm not sure who the enemy was.
I dunno how you made this game 6MB, impressive anyhow.
The graphics during flight are nice as well as the basic UI crosshair / targeting elements.
Thanks for the feedback. I haven't touched the keyboard controls for a while since I mostly test with a controller but thanks for the reminder that I need to update them and add rebinds at least
Comments
-No way to quit back to the start, only to close the game completely
-Enemies don't really attack, they just zoom around and do nothing
-I assume 2 blue squares were my allies, but I don't think they did anything of note
-Shooting rockets when going at high speed makes it so you outpace them
-Machinegun is basically useless, slight tracking/auto-aim would probably be nice
-There's extreme G force simulation, but I don't think it does anything
-The only reliable strategy is head-on near collision while you're holding down the machinegun button and spamming the missiles (those at least have homing, thank god)
-You don't really feel like you're going fast even when your speed is in quadruple digits
-It felt like turn speed was a bit too slow even if you tried to slow down and turn at the same time
-Only one level
-Character sprites are cute
-I don't know what engine the game is made in, but it feels like Godot purely because how horrible 3D models look
-They still look good by Godot standards, though
-The weird desert that you're flying over is downright depressing
-Engine rumble is the only sound that exists
Much more straightforward than the other game from DD52, but lacking in variety. Not sure if it's a serious project or just someone trying to see if it's possible to make arcade flying sim in this engine-Really wouldn't mind having SFX for machine gun, missile and downing an enemy, at the very least
-No music
For windowed fullscreen, you can set it to a higher resolution without checking the fullscreen option and it shouldn't mess with your other windows. If that wasn't working, it was a bug. I'll test it later today. Or if you just mean you want something that dynamically fits your resolution instead of the couple hardcoded options, that's on the list
For the other planes being more maneuverable, if you're going too fast or too slow you can't turn optimally. Right now all that there is to communicate that is a blackout effect if you're going too fast and some wingtip vortices if you're close to the optimal speed, but I'm still working on communicating that.
Rest is good suggestions, I'll work on them.
Plane and UI look good. Flying feels good. Isn't as responsive as I prefer but I see what you're going for. Lack of any gunsight mode is rough but I assume that's just not implemented yet. You can flip your head upside down in the cockpit. It seems like you have to maintain lock for missiles to track. Combined with their anemic tracking even when locked, short lock range, and low response on the craft make it very hard for anyone to land a hit on anyone. I never felt under threat and found it inconsistent to hit targets even under optimal trajectories.
very awkward controls, forcing everything to the left hand. keyboard + mouse is standard for PC, I suggest looking at battlefield/warrock(does it still exist? well, that's where I've had most of my flight time.. good times) if you need inspiration.
right away I can suggest putting fire on M1.
WASD, EQ turning should be quicker for a better game feel, IMO. I tried shooting at the blue guys but I'm not sure who the enemy was.
I dunno how you made this game 6MB, impressive anyhow.
The graphics during flight are nice as well as the basic UI crosshair / targeting elements.
Thanks for the feedback. I haven't touched the keyboard controls for a while since I mostly test with a controller but thanks for the reminder that I need to update them and add rebinds at least