Airplane Combat Game Feedback Request

Hello all,

I’ve been working on an airplane combat game that I am looking for some feedback on. Right now the game is fully playable, and I am unaware of any existing bugs (so if you see something, please report it). I’m really looking for feedback regarding the following questions:

  1. How easy/hard is it to fly the airplane?
  2. Is the spawning area intuitive, or is it confusing on where to go?
  3. Does the bullet rate/speed/drop-off seem realistic?
  4. Any suggestions that would make the game better?

Currently I am following the design principals of minimally viable product and iterating off of that. I am open to any and all suggestions and feedback. Thanks in advance!

Game Link: 🛩️ Air Battles 🔥 [Alpha] - Roblox

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At first, I had trouble getting the plane off the ground and flying it. It took me a few resets to figure it out.

Make the plane’s orientation look towards the enemy base (if it isn’t already) and make the road pointing towards it, and remove the trees at least in that direction initially, the trees works as obstacles for those who are learning to fly for their first time.

I personally hit the trees on the side a few times trying to raise the plane.

What I learned from my game is that the controls have to be simplified, especially to reach the mobile audience. Vehicles make it a bit harder, so make sure to get feedback from mobile players on it.

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Thank you so much for joining the game and testing it out. I have a few follow-up questions to make sure I am understanding correctly.

  1. Whenever you were struggling to take-off (raise the nose), was this just applying full force and going straight from the spawn, or was this after you had taxied the aircraft onto the runway?
  2. I infer that hitting the trees was a result of trying to go straight-forward instead of using the runway, but if not, could you specify which trees?
  3. If you weren’t using the runway, was there a reason for this? More specifically, is it not apparent that you should use the runway, or is it a preference to get into the air immediately?

Regarding the mobile devices, support for that will be added down the road in a later iteration.

Again, thank you for the feedback.

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1 and 2. Oh yeah, I didn’t use the entire runway before flying the first few times.

I didn’t even about using the mouse to steer (tbh, I got bored reading the controls text and maybe that’s just how some players will behave).

So I tried to move the airplane forward and ended up crashing into the trees on the left (I didn’t even know the mouse controlled steering at that time).

By the way, I saw that you added some beam + check points update, that’s cool, but IMO it’s still a bit complex.
After this update, on the first try I went straight, then a checkpoint asked to steer right to follow the runway, which is a pretty tight turn in my opinion.

I try to get off the ground as quickly as possible. That’s why I would think of something simpler, more practical, less realistic and more fluid. Something that the player can easily pick up and go fight in a plane instead of having to maneuver every time to get out of the base.

And preferably my suggestion is to think about mobile first, I know it’s complicated, but a good part of Roblox players are on mobile and if you’re going to sponsor for a PC audience it ends up being more expensive. (speaking from personal experience because I made a game with PC-focused controls and adapted it for mobile and it didn’t work out very well)

Feel free to add me on my discord, same nickname as here.

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Thank you for your feedback. I made an update that upgraded the instructions/controls to have icons and is much less wordy. Hopefully this will help with controls not being overlooked. Please let me know what you think.

I acknowledge the tight turn onto the runway. I want to change the layout of the island that supports less turns-to-takeoff and promotes getting into the action faster. I have not yet worked the layout in my mind yet.

Regarding mobile support, I’m tracking that not supporting mobile devices limits the market quite a bit; however, in the idea of MVP, I am not to the point of mobile support in the iterations yet as I am trying to validate the computer controls work before moving onto other controls.

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