Left/right mouse controls feel fine but could be more sensitive. Up/down is probably just right.
I didn't even consider different sensitivities per axis. Wow that feels a lot better.
Diagonal controls are weird. When I go up and sideways it seems that I can do way tighter turns that normally. For separate axes it controls smoothly, but combined it doesn't seem to control the bat with the same smooth characteristic. I quickly adjusted to the inverse Y axis, but it might be a part of what makes diagonal controls confusing for me.
There is something different going on here. I can't tell if it's a bug or working as designed. At this point I don't understand my own flight physics/mechanics code so it's hard to say. It feels like the movement starts happening in quicker steps when doing a banked turn flying upwards.
Camera is too close, you could probably lower fov just a bit in exchange for shifting it back.
Great feedback, I just changed from 7.5 to 10 distance and 105 to 95 FoV. Feels better.
This game would be an absolute blast to play if it had a bit more inertia to smooth out the flight, and if possible actual gliding physics to trade altitude for momentum.
I'm hesitant to add more inertia because I think it will make it feel less like a bat and more like an airplane. But I would like to increase the speed overall. "Gliding" also to me feels like what an airplane does, but I plan on letting players "divebomb" to quickly drop down and gain speed.
another gameplay format for flight acrobatics challenges.
Planning on it! Some kind of fly-through-the-ring challenge with speed boosts.
Thanks for playing and for the feedback.