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A really calming experience even when you're trying to narrowly dodge or hectically flap to avoid obstacles, one of the better feeling flying/gliding games.

- My favorite part is moments like when you just manage to dodge an obstacle with a momentary flap and are able to direct yourself to glide into the fire even after running out of flight-appreciate how losing flight isn't an instant loss for you if you get the right angle.
A nice selection of obstacles/interactive elements that give you a bit of extra flavor on your flight path.
The flight in general feels pretty nice and works well for navigating to your destination.
Music and art complement the experience well.

- The smoke of the fire target isn't bad, but it would really help give you more direction if it had an extra more vertical stream of lighter smoke particles, to let you prepare yourself a bit earlier, especially so you can judge if you need to stop again or can risk trying to reach it without doing so.
Regrettably as great as the general feel of the game is, the gaining flight seconds at the end of a level felt really underwhelming, especially as you have no tangible way to know what '+X seconds' means. And with getting to the bottom in 14 giving +1 second, but 1 giving +2.5 seconds, a difference of only 1.5 seconds, it feels even more unnecessary. It means if you're doing better, you get better, but if you're doing worse, you get less leeway on future levels. It felt counter to the otherwise relaxing time you were having and made the end of the level feel a bit awkward. Generally you should always be able to complete a level I imagine, so I can't see that being a barrier to how many levels you complete-that aren't shown to you anyway.
Depends on your goal but I might suggest instead, to have a 'bird ranking', that grows as you complete levels with less landings. So you can finish at the end of the content that's added to the generation, or you can keep playing to see if you can grow to an A rank bird.
Also I think what could be nice, is the camera moving out a bit the longer you're in flight, to give a bit more inherent value to flying longer, and also give more immediate impact when you land beyond an abstract feeling flight time/score.

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Thank you so much for that feedback! I'm glad you liked the gliding! I agree about the reward system, I spent a lot of time wondering whether or not a positive feedback loop is better than a negative, so I agree 100% about having another way to get more flight time (or rewards/progression in general) like the bird rank. Maybe there could be another reward like flap-force which increases, because getting to the end of a level and just seeing "You've got 1 second!" is definitely underwhelming looking back. Thanks for taking the time to play and giving such a detailed review, its really appreciated! Your feedback is extremely helpful! Thanks again!

No worries :) ! Yeah the gliding felt real smooth ^^.
Only concern with flap-force, is though that might initially feel good, having your flap-force change each level could end up negatively impacting you as you're used to the original, and that might cause you to crash instead of have that narrow dodge. Especially with no time to practice it until you're in the air trying to reach your objective.
I think the main question to answer is, do you want the player to be challenged more as they progress, or do you want them to engage in the experience in a more comfortable way as the maps become larger/more challenging.
If you wanted to give a reward, you could increase zoom out the camera more, as if the bird reaching its goal quicker elevated its environmental awareness.
It's not a significant reward, as a player that's not reaching the goal in few stop may be intimidated by that larger range of view anyway. But for players getting to the end well, that could give them an increased capacity to plan their way towards the goal, and increase their potential ability in a natural way-that still requires them to be good at the game inherently.
Happy to hear the feedback was appreciated and valuable, no worries at all :D !

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Yeah, that’s tricky choosing how to reward the player... maybe the better a player is doing you challenge them with a wider variety of tools and having to learn them (like zooming out and learning a more route planning based strategy) so that way they get more comfortable with the initial mechanics, while also learning more varied approaches of attacking the level. Thanks for sharing your game design knowledge, it’s very much appreciated! Reward systems are a very interesting field of game design, might have to watch some more GDC talks about them :D

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Yep it's a whole genre of design itself haha. Happy to hear this all helps you :) .
The wealth of GDC talks is definitely a great resource to have access to when trying to fine tune design and reference what others have discovered/helped them :D . Good luck with it.