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LafielGames

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A member registered May 14, 2025

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Thanks for the feedback!

We're very glad to hear that you enjoyed the narrative.

Yeah, SFX would have been next on the list if we had had a little more time, but alas.
As for the vertical spell, it's pretty useful in close combat if you're swarmed by many enemies, as the projectiles will start to home in on enemies if you're close enough.

Thanks!
I'm very happy you like it.

We tried very hard to get a somewhat more realistic simulation as opposed to a very arcade-y game.
To achieve this, we estimate the aerodynamic forces on every wing and control surface and just let physics take it from there. Even the player just controls the rotation of the control surfaces, and all the actual movement changes just happen through the physics calculation.

Thanks for the feedback!

Yeah, a proper tutorial on how to fly would have probably been a good stretch goal if we'd had more time.
What I think is happening here, is that you'll turn more by rolling to the side and then pitching up, rather than trying to pitch with the yaw controls (which tends to be more useful for small, low-speed adjustments). Either that, or you've experienced the plane getting a lot more sluggish in handling once it gets slow (since there is less air flowing over your wings your plane has less force to turn).

Spawning the player in different locations is a great idea, and not too hard to implement in the game.
I'll definitely add something along these lines once the rating period is done and I can update the game again!

Haha, thanks!

If the plane explodes on the runway you were likely landing too hard.
One of the gauges (vertical speed) shows a red/green light once you've extended the landing gear that shows you whether or not you're descending too fast for landing.

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Nice and fun idle game.

I found the balance to be a little out of whack though.
The speed upgrades with their nearly factor-of-ten improvement to profitability are much better than anything else. In a similar vein, the scaling between food and drink appears to be vastly off. Food costs (at least in the midgame around the one-star mark) almost ten times as much to upgrade as drink, yet it's worth the same per customer.

Also, I agree with shadow that the implied time pressure or the story could have been worked in a little more into the mechanics themselves.
Maybe something like the player needing to identify "seedy customers", which'd give the player also a little bit more interaction with the game (since, especially once all shop items are bought, it's a bit too idly).

Nonetheless, I quite enjoyed playing the game, good job!

Thanks for the feedback!
Yeah, I see the improvement in rebindable controls, as well as a more extensive tutorial teaching you how to read the instruments and fly the plane. The latter is a job for when we've got a little less time crunch than two weeks :)

"I would have come into this expecting an air traffic controller talking me though bringing it down with a difficulty slider for how good his information is."
That also sounds like a surprisingly fun game idea to prototype at some point!