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.