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I couldn't tell you for sure how I would design it differently. What I can say is that it is my understanding that most people have a loss-aversion tendency that overpowers their wanting-of-gains tendency (I'm not using the correct scientific term for sure haha).

For example, if you come up to people and tell them if you flip a coin, heads they get $10 and tails they gain nothing, everyone will take that bet. However, if you tell them heads they get $20, but tails they lose $10, a large portion of people will then not want to take that bet, even if the expected value is the same, because they value the $10 they already have more than the potential $20 they stand to gain.

Applied in your game, I reckon most players feel like the pain of crashing 2 planes is disproportionately worse more than the joy they feel when they pilot the air traffic expertly. If it's still the design you want to keep, I think there's a lot of feedback you need to design into the UI so that the players get rewards much more often, or disproportionately bigger than the crashes to counteract this emotion.

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Thank you so much for the detailed reply! That is genuinely so helpful - thank you.

I completely agree; in its current state, the game gives no feedback for a successfully piloted plane, but gives very noticeable feedback for a crashed plane! I'm hoping that the health bar, since it adds tangible stakes to the game, will help with the problems you discussed. Since there would be a concrete losing condition, crashing 2 planes is no longer the worst single event that can happen in the game - losing is! A crash should still be painful, but saving enough planes will 'heal' back the damage taken from the crash, which I hope will make individual crashes feel much less discouraging, while also providing more value and satisfaction from successfully piloted planes.

I think crashes should build a feeling of tension and chaos, but not build a feeling of defeat.