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(+1)

Sorry for the confusion! I've just fixed it. Please try again (the v.0.7 demo) and let me know if the issue persists. Thanks for your support!

Having gotten to play the game, it's nice.
The gameplay never ramps and the only difficulty is from losing phantoms in dogfights, only two of the lifts seem able to reposition aircraft and one is on the lower deck, which is a problem when you can't queue actions, the lack of graphics options > lower framerate which may delay how many ticks is taken for a new bogey to pop up if there's no delta time
It's a good foundation for working on the full game but is kind of dull in its current state.

(+1)

Thank you so much for playing and for taking the time to write such detailed and constructive feedback! You completely nailed it with the delta time and FPS issue—I'll check the enemy spawn timers right away to make sure they are properly tied to Time.deltaTime so the difficulty curve works as intended.

Regarding the micromanagement and lack of action queuing, I completely agree. I am actually working right now on a new RTS-style squad system where aircraft group up at a Marshal Point before attacking. This should heavily reduce the elevator micromanagement and make the gameplay much more dynamic.

Thanks again for the support and for helping me build a better foundation for the full game!