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Feedback Sticky

A topic by Mackerel Sky created Mar 30, 2026 Views: 268 Replies: 2
Viewing posts 1 to 3
Developer (1 edit) (+2)

If you have any other feedback, good or bad for me that you haven't put into the survey, please feel free to post it below.

(1 edit) (+1)

Some extra thoughts playing a bit more after the survey

AA gunfire looks great, not just the visual effects, but also their behavior with the near misses. Really pretty to fly though without being too overly punishing.

Enemy elites/aces are a given for the genre so I'm sure you plan on adding those, but hard to judge the gameplay fully without an actually challenging opponent that's more evasive/aggressive.

I've already written at length about my opinion on the stations system, but more thoughts came up. Only one weapon for some stations feels pretty bad, basically means some weapons are must-takes esp that there doesn't seem to be a penalty for taking too many weapons. I suppose that it's probably more realistic as it currently is, but it'd feel less one-note if every station had at least two weapon choices.

To add onto the question about unconventional weapons loadouts, I think restricted stations are much more annoying than restricted types of weapons. Assuming that multiple stations would increase salvo size for all weapons like how it was in the 0.10 demo, a plane that only has MTAMs, bombs and guns but can equip them freely across all stations, is more interesting to me than a plane that has access to all weapons but most of the stations are restricted to only one or two options.

Timer probably shouldn't run during carrier takeoff. Not a huge deal bc the timers aren't that tight, but still puts carrier planes like a minute behind. That takeoff sequence is really really cool though.

Missed the patch notes about SRAMs now having a lofting trajectory, that explains why their flight paths are so funky lol. Cool to see unique missile behaviors but currently SRAMs are basically top attacking which is a bit silly lol (could be kept in as a postgame unlockable joke weapon though). Still, really cool to see missile having unique custom behaviors.

Intro dialogue to grand slam still gets a laugh out of me, even after about a dozen restarts. Janky voice effects aside, the VAs you've picked overall seem really good, I've already gushed about Iris 1 and 3 plenty. but also Daycare's "grizzled teacher" and Rollo's "overeager newcomer" vibes also come across really well. 

Was gonna say that awacs probably doesn't have to narrate every weapon use, gets a bit annoying after a while, but then had an idea: what if the awacs had different lines for subsequent weapon usage in quick succession? Like single uses have the current lines but if I fire 2 or 4 missiles in quick succession the awacs acknowleges the amount of missiles fired in the lines. Probably a bit of a stretch given the extra load on the VA and may require something like dynamic voiceline splicing (which I imagine is not so easy to implement), but it's something that I've not seen in any other arcade flight game (besides multilock missiles having unique lines for firing multiple locks)

(+1)

Hello, haven't filled out the survey (it's rather long) so I'd like to put some of my thoughts in here. Game feels great to play. Flight feels good. Difficulty of survival seems a bit easy to me, I went until I ran out of ammo and smashed myself into the ground, didn't feel like I was in too much danger throughout. Second actual mission was significantly harder. With the objective on the east side to take out the planes harassing the ships, it felt very difficult with the first plane to turn fast enough to shoot at the enemy planes, who turn a lot faster. That said maybe I should have taken longer approaches and used the SAAMs. 


I have zero idea how to resupply. After completing the center objective, a runway opens up. I have landed in that runway. I did not get resupplied. Maybe i'm dumb, but I didn't see how I was meant to get a resupply at that airfield, as I came to a complete stop on the R marker on the minimap and nothing happened. 


I've played Nuclear Option, which has the same sort of throttle control that this game has so I'm used to it. I like that you can double tap the throttle controls to maximize or minimize them, but regarding the airbrakes I have some issues. Doing the double tap locks you into airbrake for what feels like 2 seconds, which feels very bad. Holding the second input and releasing allows you to get out of airbrake as soon as you let go of it, so I guess that's the correct way to do it, but i feel like double tapping to zero out the throttle shouldn't stick you in airbrake for a duration.


I like the VA work a lot in the second mission. Big fan. My criticisms regarding the sound are mainly in the volumes and mixings, as it feels like a lot of sounds are very loud, and that the sound settings reset on loading the mission again (but only sometimes?). 

I like that the guns are good, but many times it feels like they're significantly stronger than the standard missiles which feels odd lmao. 

That's all I got for now.