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Very stylish, nails the superplane feeling really well. I dig the weird desert pyramid / giant floating spaceship aesthetic. I especially liked how hard the afterburner kicks in, felt much more satisfying than the usual scifi plane boosts. Had some nice visuals to go with it, don't think it really needs to be any more complicated visually.

Nice to have a real tutorial for a demo, but would be really nice to be skippable on a replay. I pretty much never play plane games using mouse controls so take my opinion with a grain of salt, but I struggled a bit with the controls. I had a hard time making small adjustments when making passes at targets, and the rudder controls felt a little too sensitive if I only needed to make a tiny correction. Would be nice to be able to make some small pitch and bank tweaks with the keyboard while leaving the mouse for the big motions.

I like the idea of the shield towers and how they require really fast passes and turnarounds. Weapons felt a little weak for a superplane though, missiles fell just a little bit short a lot of the time or not all of them would reliably hit. I think keeping them mostly short range is a good idea, they just feel a little too short I think.

Hey, thanks for trying it out. I agree with the points you brought up. Did you try adjusting the mouse sensitivity though? One thing I wonder is if people will forget that mouse sensitivity is a thing because it's not your typical mouse look kind of thing. I tried to make that more obvious. Either way, it is the kind of thing where you get better at it with experience. 

Making weapons that feel good instead of sucky is one of the major priorities, as well as making enemies that are good and not sucky.