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Sky Rogue

A fwooshy, intense, procedurally generated fly-em-up · By Fractal Phase

Bugs to report, and other thoughts

A topic by KeronCyst created Jul 25, 2020 Views: 271 Replies: 2
Viewing posts 1 to 2
(27 edits) (+1)
  1. Why can you land on your side? Shouldn't the plane right itself right before landing?
  2. If you have disabled both "Arcade Controls" and "Invert Y" and then you reenable Arcade Controls, Y inverts itself even though the checkbox is still disabled (at least it did on my Win10 Home). So in this situation, you actually have to check the "Invert Y" checkbox to point up to fly up.
  3. It would be nice if we were reassured that we wouldn't be losing our progress when we press Escape. When it says "Quit to main menu?" I think a "Your progress will be saved" would be very helpful, and then in the main menu, "Play" should change to "Continue" if you're picking up from a saved game.
  4. In 1600×900, the "WASD" in the middle-bottom-left clips off-screen: https://imgur.com/a/eBYjkJy (I can never seem to upload images to the Itch uploader here)
  5. It was really awkward to land back at the base for repairs mid-mission, and then when the camera changed to the idle selection screen, a missile landed next to me and hit the carrier. Once the camera scene changes, all projectiles should disappear, I would think.
  6. The first-person camera should barrel-roll when you do, no?
  7. It's ironic but I think the v1.2.9 update of player missiles slowing down close to their target actually harmed their ability in at least one case for me, because the enemy plane made a sharp turn right before the missiles hit; if the missiles didn't slow down, perhaps they might have struck before it could turn. So, I'm not really sure of what to do about that there, but maybe it could be nice to offer the slowdown as an option, or make it apply to only a percent of missiles for launchers that launch more than one per keypress.
  8. Is there any point to the completely stationary camera? Does anyone even use it? I feel like it would be better to act like the tracking camera but from a much farther distance; that could make for cooler cinematic grabs, I would imagine. As a lefty, I would also appreciate a camera angle that positions one's craft on the right side.
  9. Just to be clear, it would be nice if the Aerolab warns that both upgrades and any mission money are lost when you die (to encourage you to not hoard it too much).
  10. I somehow accidentally quit during the postmortem bonus-point allocation screen (I think I hit Escape and then Quit or something) and wasn't able to acquire anything new. What happened?
  11. The ending explosion when you hit or a carrier hits the water seems very... anticlimactic. I wish the explosion lasted three times longer and a surge of water flew up from the surface of the ocean. I wanna really feel that defeat/victory, haha.
  12. It would also be nice to see destroyed carrier engines fall all the way to the ground/water (or at least shrapnel exploding outwards for a bit) instead of just disappearing.
  13. A video checkbox for "Full-screen" would be nice so I don't have to keep pressing Alt+Enter every time I start the game.
  14. A mouse-lock option so that you can't accidentally click into another monitor outside of the game window would be good.
  15. When I launch off for a new mission, the camera sometimes changes compared to how it ended from the previous mission, even if I had never hit Tab. This is actually how I found out that there was even a first-person mode at all (I hadn't noticed the re-bindable controls yet).
  16. It's kind of weird to see parts of your aircraft from behind when you press E while you're in invisible-first-person mode.
  17. I was able to land on my carrier, even though I was at a completely wrong trajectory and my aircraft ended up chilling out in mid-air next to one of the engines. I don't know if it will be addressed, but requiring a decently accurate runway landing would be a nice touch.
  18. Is it not possible to crash into a Kondor? I intentionally tried quite a bit and it seems like there's a bubble of space. I would actually like this possibility.
  19. It would be nice to hear a negative "doo-doop" when I try to buy something that I don't have the money for, just to clarify the inability-to-purchase.
  20. I think there is muffled radio chatter when enemy reinforcements are brought in, but it sounds too quiet at the default volume levels. Some more unintelligible radio chatter in general might be a really nice touch, like how it is in Bomber Crew.
  21. Now that I've played SR more, I'd really like to hear a super-powerful blastoff when your ship kicks off the aircraft carrier at the beginning of a mission (as well as when you return to the skies after a midday repair). It comes off as emotionally anticlimactic when only the music starts your flight, and its own downbeat isn't that strong, at least bass-wise.
  22. I did not know that a second midday repair costs money. I tried to land and didn't see the money warning (which I couldn't afford) until it was too late, and then crashed and died into the carrier, when I otherwise would have tried to continue. It would be nice if, on the first post-repair flight, a warning would show up saying "NEXT MIDDAY LANDING COSTS $X."
  23. I find myself wanting to recheck my loadout to try to remember which weapon to upgrade at the Aerolab. It would be nice if the Aerolab showed some sort of "currently-equipped" icon above or below such armaments, so you don't have to go back to the Loadout screen to confirm, if your memory sucks like mine.
  24. I wonder if there could be occasional civilian structures to avoid damaging (or make your faction's buildings destructible), which you'd lose $ from if you destroy. Otherwise I find myself too trigger-happy with spamming air-to-ground weaponry, which sometimes makes land targets a bit too easy.
  25. At the Mission Complete scene, it would be nice (for screenshot bragging rights) if it showed, alongside the kills: your loadout + ship type (including all upgrades) and total damage taken for that day.
  26. I notice that sometimes when the game is loading and is not minimized and you do funky active-window stuff, it will take keyboard input when it's not even the active window. I also noticed that if you press Alt + Enter too soon (right when the game first loads), the window actually undoes this once the main menu comes about, so you have to press it again. Maybe these two issues are connected; I'm not sure.
  27. I don't know if it was an intentional typo, but even if the full word of "Dreadnought" can't fit, "Drednout" should probably at least have that "a" in it.
  28. Bug: when you have are performing a midday repair and are outfitting your ship at the Loadout screen: when you are browsing for a particular replacement weapon for a slot, pressing Escape at this moment brings up the menu, instead of canceling the replacement-weapon search and returning you to your armament overview.

I should mention praise, haha: this is an insanely fun game as it is! The presentation is very slick overall, especially the aircraft audio and the visual wind lines, which make for an excellent environmental experience. Once one gits gud with quick, decelerated turning, the game is just incredible (I tried to make the mouse work but it's just better through other controls). Truly Ace Combat as an epic, low-poly roguelite. And I've never even played AC! lol.

Developer(+1)

Hello, thanks for all the feedback!

"A video checkbox for "Full-screen" would be nice so I don't have to keep pressing Alt+Enter every time I start the game.

A mouse-lock option so that you can't accidentally click into another monitor outside of the game window would be good."

Both of these options exist, the first is in the Video menu and the second in the Controls menu.
The increasing cost of mid-mission landing is to disincentivize hyper-optimal playstyles where you might change loadouts constantly but bog down the pace of the game. I wanted to just remove the mid-mission landing entirely but at the time (in beta I think) it seemed to be a popular feature.

I've taken everything else into consideration and made some to-do items. Some suggestions have already been made by other players. Thanks again for the feedback!

(+1)

Sounds good. I'd also like to suggest that the procedural mission generator operate off of dynamic % chance, that prevents consecutive alike targets from appearing 3× in a row (or maybe even 2×). I was very surprised and disappointed when I tried showing co-op to someone else, and the game happened to put 5 Gryphon-hunting missions in a row for us.

That person also struggled with the tutorial when the gamepad instructional overlay took up almost the entire top half of the screen (in 1920×1080 for that one) and blocked the view of targets, so hopefully something can be done about that. It also, for some reason, began in the cockpit view, and there was nothing about camera control in the tutorial (which is important because first-person is difficult to use when landing on the helicarrier).