The game's designed to be controlled by mouse, with one key (default: spacebar) used to apply thrust. That speeds the plane up by around 35%, which makes a
big difference when playing. I've also included Xbox 360 controller support. I've only just added it (last week) but I think that with some tweaking it could be almost as accurate and responsive as mouse controls. But at the moment it's ok, if you really prefer to use a controller.
The plane is similar to the newest drones like the
Phantom Ray. The actual bombing obviously won't go unnoticed, so the stealth aspect doesn't come into play in the game for the most part. In most levels the main objective is to either hit enough targets before the level ends (which allows you some freedom to choose the most effective 'flight-path' through the level), or to hit practically every target before reaching the end. So really, it's about timing and precision. Levels will get increasingly harder as you progress. The number of levels will be determined by playtesting to see how long it takes people to get through it.
I originally decided against enemies that attack you. That's mainly because the mouse allows you to move so fast, I'd have to practically fill the screen with them for them to have any chance of hitting you. Besides that, the game's challenging enough without them. Instead of the panic you get from seeing enemies and having to dodge bullets/missiles, it's more of an intense, focused minute and a half of knowing where you have to be a fraction of a second in advance, but not knowing if you'll get there in time. It feels more like an FPS in many ways, but less frustrating and more intense. Having said that, if there's an overwhelming demand for it I'd have to consider adding enemies.
I get your point about screen shake, Shepardus, although it looks a lot better without Youtube's encoding. Here's the original
trailer file (30MB) in 1920x1080 resolution, 60 fps. But again, depending on feedback I could either tone it down or add an option to allow players to adjust it themselves.
The scoring system currently works by increasing a multiplier for every successful hit. So the first on-target hit earns you 1000 points, the second one gets you another 2000. Miss a target (i.e. it reaches the bottom of the screen without being hit) and the multiplier decreases by one. Launch a bomb and it hits the ground: the multiplier resets to one.
There's some more to it if you're interested, and a few things still TBD. But those are the main aspects.