This game is decently fun, but is definitely on the rougher side of what you will find on the market. When I first purchased this title, I had virtually no expectations for it, outside of the existence of the workshop, which was itself enough of a draw to get me to purchase the game. Really, I was hoping for a workshop and roguelike version of Project Wingman. What I got was a fun product, that I put on a Steam Deck to play offline in travel, which it excels at. Despite it's untested nature, the game is evidently functional on the platform. As the name implies, this game is a roguelike-title that sees you attempt to work your way through twelve standard levels and one dedicated boss stage, across three standard worlds (and one boss world). In terms of roguelike mechanics, you the player collect research points and money throughout a run, where money is used within runs for procurement of up to three levels of upgrades for all of your systems and planes (Which is to say four systems and the plane itself. For me, this typically looked like flare upgrades, cannon upgrades, rocket upgrades, AA missile upgrades, and Micromissile Upgrades, in addition to my plane). When you die, all of your money is expunged and the upgrades lost, so you are really incentivised to spend it. Research points, by contrast, are used for game-wide procurement, which allows you to procure new aircraft and subsystems to use in the game. This includes a pretty wide array of equipment, from the aforementioned subsystems to Air-Torpedoes, MIRV Air-to-Ground platforms, bombs, and even more futuristic items, such as railcannons and laser blasters. In terms of airframes, the selection is modest but capable, with planes divided into the roles of bombers (High payload, or ground selection capability, at the cost of avionics, or the air-to-air selection allowance, with high durability and low speed), interceptors (fast but weak aircraft, with an avionics focus over payload), or fighters (the jack-of-all-trades aircraft that boast middling speed, armor, payload, and avionics). Each aircraft also possesses a wide array of skins. Money and research points are acquired in-game through dealing with primarily optional targets in missions, where most missions only require you to destroy a few specific targets before you can progress, with a notable increase in difficulty between worlds. To that end, the game does a good job of providing an array of optional targets in positions that are often dangerous to pursue in gameplay. Really, though, this generosity showcases the biggest weakness of the title itself; the balance of the game. Based on several posts by the developers of this title, the intended way to play this game revolves around building up a fleet of capable aircraft that are well suited to several specific tasks and intentionally selecting aircraft for missions: if a mission involves shooting down a flight of AWACs craft, you ought to have an interceptor on standby, if a mission involves destroying a radar array, you ought to have a bomber, and so forth. In reality, this is not how I, nor anyone I know, plays this game. Typically, we just build into a strong, jack-of-all-trades fighter that can solve the game, which means we aren't spreading our upgrade points across numerous planes. If you eliminate all of the targets on early levels (and you should, since the increase in difficulty makes getting money in later levels substantially more inconvenient), you can have a fully maxed aircraft before the setting change, which completely throws off the balance of the title. Without a need to stick around and build capital, there is no reason not to just rush the myriad of decently well-crafted main objectives and bug out. In fact, doing so is the optimal way to play, given the increases in enemy armaments. Thus, there isn't really much progression after the very beginning, making the roguelike elements of the game quite stale. And yes, you can take on optional challenges to make the game more difficult from this point, but you are never really prompted or rewarded for doing so, with progression through game-wide upgrades being quite sluggish. This is worsened by the huge difficulty disparity across mission goals, which range from simple tasks like "blow up this big, glowing, immobile monolith" to "fight a flying battleship and several waves of hyper maneuverable fighter jets." Really, the lack of scaling makes levels more RNG than a difficult climb. That's not even to mention the awful final boss, whose presence is identical in every run on the final day. The final boss is incredibly bad; With the first phase being a clever attack on a floating platform against static defenses and a few squadrons of fighter jets, the fight starts off as an incredible test of your flexibility as you juggle ground and air management. Once done, the player can take out some support pylons to summon an hounest to god metal gear, which is an incredible looking setpiece that forces the player to engage powerful weapons at extremely close range in order to best it. While this phase can be annoying, it is quite the spectacle and I never felt cheated by it. The final phase, however, tops Bioshock for the worst final boss in games I've played. The mech's head will take flight and boast a health pool that is an enormous bullet spoonge, whose main attack is trying to ram you in midair, forcing you to either deploy back-firing weapons that are useful exactly no where else, or "joust" the bloke. Jousting will literally take over an hour, at the distance you have to move away from the boss in order to dodge safely, and it's just not fun. It feels like a gear check in a game otherwise befit with choice in approaching problems and is just unfun after the spectacle of prior stages. Combined with Roguelike permadeath, this had ended so many of my runs in the final minutes that it wasn't even satisfying to best . From gameplay clips on the web, it seems like most players don't even bother with the boss in vanilla, which is really indicative of how out of place it feels. My last point of contention with the game has to do with control rebinding, which you cannot do from within a match (it must be done in the main menu), which is a huge deal to me since plane controls are more about fine tuning the exact feel of how I play the game, not really a one-size-fits-all approach. If you can get past these quirks, however, you will find a fun dogfighting game that is fit for quick games against seemingly overwhelming odds, that you can even play in Co-Op, topped off with a small but dedicated workshop community. The soundtrack is short, but fun, being quite reminiscent of Ace Combat or Project Wingman songs, but in a more arcade-like presentation.
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