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This game seems hard as butts. Not that that's necessarily a bad thing if that's what you're going for. Conceptually, I like it. A sort of turn-based airplane RPG. I had some issues, though.

I felt pretty lost early on. The terrain all looks kind of similar. It could be cool if you had a map with a bunch of fog of war which slowly revealed as you explored around. It could even mark things like enemy airfields, captured airfields, all that good stuff. Because I would go through situations where I might feel equiped to take on the next "tier" of airfields and not really remember where to go. Especially since it seems like the progression is wide (explore a little here, go around, explore a little there), I feel like this would be a good feature. 

On the topic of exploration, I almost felt like fuel was your answer to hunger in roguelikes, but I think it might have detracted more than it added. Functionally, HP and repair kits tie you to airfields just as much as fuel, so fuel almost feels like this redundant thing you have to babysit. Was there some degenerate player strategy that required you to put fuel in? I wasn't seeing it. 

Seems like the jump from "green tier" to "red tier" is really large. I could smash green enemies to a pulp, but red enemies absolutely wrecked me. I had to carefully fight them one on one. And I had a pretty upgraded plane! I could kill a red anti-air if I was really careful... But then one killed me from full health with (I think?) some lucky crits. But it was a real bummer to be kicked back to the beginning of the game after that! I gave up at that point. It would be cool if friendly airfields acted like "checkpoints" where you could respawn after you died. 

Ultimate, really solid game that I liked quite a lot but it had some issues in my eyes. 

Yeah, the terrain system was one that really needed some hero pieces and variation for signposting.  A mini or full map would have been a good plan too, unfortunately I really ran out of time having just cobbled together the bare minimum.

The fuel was originally going to be used as mana for special attacks, and would have tied into a special attack called "piercing" which would cause a status condition with you leaking fuel until fully repaired, and also made you super vulnerable to fire damage. As it stands, I agree that fuel doesn't add that much to moment to moment gameplay.

The lack of saving was because the game was originally going to be a roguelike, with procedural generation of terrain and enemy placement. Also I didn't have a clue how to properly serialize and deserialize all the data in to save files...again I wish I'd had more time to implement this.

The enemy balance was due to my combat code being wrong for most of the dev time, since I was working on other systems and thought it was producing the correct results. The last two days was a ton of going to and fro between too hard and too easy, and I erred on the too hard side, since earlier on one of the testers felt that there had been very little challenge in the game.

Aye, it needs a lot of work, thanks for your feedback!

I don't want to give the wrong impression; I quite liked your game. I only criticize because I care. <3

That makes sense for fuel. I like that idea for a status effect. 

I sort of got roguelike vibes. That would have been a really cool direction, sorry you couldn't get to it. Saving is for suckers, I don't personally think I've ever save/loaded a jam game. Not where I spend my time, personally. But maybe the way to do it for a (someday) roguelike like this is to just save the seed you use to generate the level? And then stuff about the player itself. Remind me, was this Unity? I have some experience with serializing/deserializing json in Unity if you want some code. 

Balancing jam games is the bane of my existence. I can relate....