
Indie Highlight 002: Aggressors F.A.C., Modern Jet Fighters Online
The indie flight game focused series continues with a new contributor Hey, howa’ doin. My name is Matthew Nguyen, otherwise known by my online handle: FlyAwayNow. I am the writer and producer of Project Wingman and its ongoing developments, as well as beyond. I think I can fairly say that I understand combat flight action, arcade flight sims, Acelikes, Ace Combat, at least better than most, and I have from a young age. I’ve been working on games that involve easy access combat dogfighting since I was 15, and I’m 28 now, and if it means anything, me and Ace Combat share a birthday, separated by only two years. This wasn’t what I set out to do as a young man; in college I dual majored in both Political Science and American Studies in order to serve the political campaigns that I knew would always come around every few years in the United States, but an offhand conversation I had, along with my pre-history of also working on another combat indie game flight project as a young teenager, lined up for me my part in Project Wingman, and well, the rest is History. In the time since Project Wingman has released, I’ve traveled far and seen many things, and I’ve seen the beginnings of many more combat flight indie games and I’ve come to know quite a few of the devs behind them. The series that I present to you with the help of Skyward Flight Media is a unique insight to perhaps what would be the next generation of combat flight games, inspired by all that came before, and even things that have yet to come to pass. Ace Combat’s eighth entry is yet to arrive as we crest over the 30th anniversary of the series, and indeed for as much as they define what we know in this arcade segment of flight sims, there are still yet other factors yet to consider: other games that might very well leave a mark that as all things must, upon this genre in its broadest definitions and then its narrower focus. This is why in these following articles I offer questions, answers, and then insight for those that could very much change the landscape, or the sky more rightly speaking, of the games to takeoff. I sat down with multiple developers in this genre, some of whom I work with even now to bring their games to you, the player, and started a dialog so you can get to know both game and developers behind what might be your new favorite game in the future! - To start us off, we have to get a good idea of who we’re working with, and, in the indie space more than anything, the person making them is far more of a consequence than institutional or studio-based productions. Indie projects are very much advised by the people making them just by reality of the lesser amount of hands in their creation, and therefore, the tighter control one would have over what is made. The particular main creator identity of Undertale, as an extreme example, is far more apparent in this way than, say, the creators of Call of Duty’s entries. You can identify game elements specific to a person, and just as much you would learn about them through the game, vice versa is also true. Now not all creators are particularly illuminated by this relationship between the Thing and then Themselves, but it is a place to start. So I approached this mostly new generation of flight devs, and I asked them these, or at least variations of, these questions: Who are you? Why did you decide to start working on your game? What do you want your game to be? Here is how they answered. Some had more to say, some had less to say, and some I was compelled to push a little further, but it just shows you the diversity of thought we have in the future for us! Enjoy! Aggressors: Fantasy Air Combat Website Links: Game | Developer Who are you? My name is Sani , and I'm primarily a 3D artist. I really don't know how to describe myself, but people have told me I'm an eccentric individual who is passionate about many things, but above all else, I simply love to create things. Why are you making this game, and this type of game specifically? The core idea for Aggressors came from my experience switching back and forth between simulator flight games like DCS World and the arcade gameplay of Ace Combat. I found myself thinking about what I loved and disliked in both and began to wonder what would happen if you combined them. This led to the game's central concept: a fascinating contrast between grounded realism and imaginative fantasy. I'm a huge fan of military aviation, and real-world history. but I'm also an otaku who loves sci-fi and fantasy anime settings. Aggressors is my attempt to make a setting that is just everything I love. I'm want a game with mechanics that are a line between true-to-life and not because I want to explore an interesting form of gameplay: in a realistic scenario, how would one actually deal with the fantastical, over-the-top threats you see in games like Ace Combat, and how can that translate into fun, compelling gameplay? I believe that experimentation is what pushes games forward. I am not the first to attempt to make a game like this, in the past during the early 2000s there were many older aircraft games that tried to tackle this- but they often had poor sales due to the nature of video games back in the day. However, in the modern day, If you do things too straight, you just end up making more of the same and it does not stand out. By doing something unexpected with the setting or gameplay, you might just create the next fresh experience, and it might sell well. This philosophy also extends to the game's setting itself, which is based on a science-fantasy universe I've been writing for years with a friend. This game is my first opportunity to share a part of that universe with people. I don't expect my game to do well, but I think this is a blessing as it encourages me to try many new things. What do you want this game to be? Aggressors is simply my dream game, that's all I want it to be. But my ultimate hope is for the end result to inspire at least one person to passionately create something of their own, just as I have. This is my first real attempt at developing a game, and it's a journey I've undertaken mostly by myself, with occasional help from a small number of friends. I believe we have to create our own purpose in life, and I want mine to be building things that inspire others. If Aggressors can leave a lasting mark on even a single person and encourage them to create, then I will consider it a success. Hyperlink to post. From what you've put out there and from what you've shared with me, yeah this gameplay, if it's not more "realistic", I would say it's rather more tactical and conservative in terms of the absolute capability of the player. As in, just for example, in Ace Combat you have at base an aircraft with nearly 100 all aspect missiles that can deal with literally every target in those games. You've avoided something like this. How far do you think you'll push that aspect of Aggressors? Firstly, I want to clarify my philosophy on "realism." For Aggressors, it means modeling the real-world elements I find fun and discarding anything that obstructs that fun. A perfect example is missile defense: you can notch and beam an enemy's missile to evade it instead of using countermeasures, but for the sake of keeping things fun the player, your own missiles can't be notched or affected by ground clutter. Similarly, the game has a simplified flight model that allows for intense, low-speed dogfights and high AOA maneuvers, but I refuse to model things like G-force damaging the aircraft, as that's just an obstacle to the fun. This creates a unique dynamic I'm already feeling happy with as it makes the game incredibly fast paced due to the unrealistic gameplay meshing well with the semi-realistic elements. Though to answer your question directly, Aggressors is absolutely designed to be more tactical. You need to prioritize targets and effectively manage your wingmen. The gameplay becomes a balancing act of asking yourself, "What should I focus on killing?" versus "What can I afford to ignore?" or even "I'll let my wingmen handle that." While missions will still feature large-scale battles, the core loop is about completing your objective while simply trying to survive and doing as much damage as possible along the way. You will almost always have the option to return to base to rearm and repair, but you have to be mindful of ammunition costs also. I know this more deliberate style of gameplay won't be for everyone. That’s why I’ve already implemented optional modifiers, like an "Arcade Weapon Load" for those who just want to shoot things down, as well as toggles for other hardcore mechanics. But you are right—at its core, my approach is a more tactical take on it. What do you think you'll keep from Ace Combat to put across from your take here. The control scheme. It's perfect. For a gamepad, the way those games handle is something I've grown to love, and I see no reason to change it aside from adding extra inputs for the manual airbreak control and counter-measures. I'm also taking some general inspiration from its UI layout. Worth to mention, the game will be able to be played without a gamepad, but I think the experience greatly benefits from anything with an analog input. Beyond that, however, my goal is to diverge significantly from the Ace Combat formula. My approach to storytelling, for instance, will be far less direct instead of it being essentially an audio drama. The game will feature a hub world where the larger narrative comes together, while dialogue during missions will serve more as small-scale banter or clues to the bigger picture. Ultimately, it will be entirely different. The most accurate comparison isn't another acecom-like game. Instead, a closer description would be a 3rd-generation Armored Core title that plays like Ace Combat with a JRPG style of story telling. Which sounds actually not that great when I put it to words, but I think it can work great. Hyperlink to post.
Any closing thoughts or things you want to say? Thank you so much for the interview. I'm incredibly grateful for the chance to be given a chance to talk about my project. It means a lot to be able to be on some people's radar. I'd also like to take this moment to give a huge thanks to the friends who have supported me. While this project has largely been a solo endeavor, it wouldn't be what it is without the help I've received along the way. A special thanks to my best friend "N", with whom I've been building this science-fantasy universe for years and is a huge contributor; this game is the first real opportunity to share a piece of that world, and I'm so excited to finally do so. To everyone who has followed the development, offered encouragement, or shown interest in this passion project—thank you. Your support, no matter how small, has been invaluable in keeping the motivation going. There's also a few who have given me financial support; don't worry. You are not forgotten. This game is my dream project, a combination of everything I love. My greatest hope with it is that all this passion and experimentation results in something that might inspire at least one other person to go out and create something they want to make. Thanks again for everything. Modern Jet Fighters Online Website Links: Game Who are you? I'm wh00ps with Freak Games, the developer of Modern Jet Fighters Online . I grew up playing IL-2 Sturmovik, DCS, War Thunder, and Ace Combat. These games shaped my vision of what air combat should feel like in games — where every attack is a decision, and every victory is earned through skill, not luck. Beyond games, I’ve always had a deep fascination with real-world aviation — especially jet fighters. There’s something timeless and powerful about these machines: the speed, the precision, the danger. That passion is the foundation for everything I’m building. Why are you making this game and this type of game? Because there’s still no truly compelling air combat game on mobile devices. We’re taking the best elements from PC simulators and arcade shooters and making them fast, tight, and most importantly — exciting and intuitive to play on a mobile platform. You don’t need to buy a joystick, sit down at a PC, configure TrackIR, or spend time “preparing for a match.” In Modern Jet Fighters, you launch the game and you’re in the sky within 30 seconds, facing other players. Whether you have five minutes or half an hour — you’ll get a real battle, powerful emotions, and that unmistakable feeling of being a fighter pilot. What do you want this game to be? I want to create the best flight combat game on mobile. A game where, with just a tap, players can drop straight into the heart of a dogfight — no waiting, no loading screens, no unnecessary prep. What matters to me is that every battle feels like a scene from iconic movies (Top Gun, Independence Day, or Stealth.) As a kid, I was filled with excitement and awe watching those films — the aircraft, the tension, the spectacle. Modern Jet Fighters Online is a reflection of those childhood emotions — brought to life and made playable. And if the game can pass on even a fraction of those feelings to players — then I’ll know I’ve done it right. MJF Online very much punches above its weight in terms of the visual and audio design of it; I have to ask if you do have wider experience developing games or productions like this. Yes, I’ve already developed and released several mobile games, for example: Sector Invaders, Pests Buster. However, I’ve always been drawn to session-based online shooters with competitive gameplay. That passion led me to create StarCombat and Zombie Legends later. StarCombat gave me the technical and creative foundation to build a high-quality air combat experience. Modern Jet Fighters is a natural evolution of that journey. I’ve had a fascination with modern aviation since childhood, and this project let me finally bring that interest to life in a polished, competitive mobile format. As for the audio design—music has always been a part of my life. I play guitar, write instrumental tracks, and have a strong background in audio engineering. That definitely helped shape the game’s sound direction and gave me the tools to craft an immersive, reactive audio environment around the action. Hyperlink to post. So what is the typical gameplay loop of MJF Online? Is it similar to War Thunder's PVP experience for comparison? Is there a place for people in your game that don't enjoy PVP gameplay? I didn’t try to reinvent the wheel—I build on proven, familiar gameplay systems, but tailor them specifically for mobile and try to bring our own flavor to the genre. The core gameplay loop, especially in early progression, revolves around short, intense battles where players earn experience and currency to unlock upgrades and new aircraft. As they rank up, the gameplay expands with new maps, advanced gear, and competitive features. At the high end, the game introduces systems like weekly tournaments. Every player is automatically entered, and at the end of the week, the top 10 performers receive premium rewards, exclusive titles, and unique skins. Their names are added to the in-game Hall of Fame—a permanent place in the game's history. Example of gameplay on a mobile phone. As for PVE—while I don’t offer traditional offline missions, try to make space for PVE-focused players within live sessions. For example, destroying all ground targets can lead the team to victory. Players who prefer a more tactical or support role can make a real impact without having to chase air-to-air kills. That said, I am actively listening to players who want offline missions or narrative-driven campaigns. Exploring ways to integrate these into the experience without breaking the competitive spirit—or the economics—of a free-to-play game. But for now, our focus is firmly on delivering the best possible session-based online combat. I would also like to draw your attention to the fact that the result is not just mine, since I use the services of freelancers, purchase music, ready-made sounds and game assets on the appropriate sites on the Internet. All this is done by very talented people and the way the game looks, sounds and feels is also their merit. Any closing thoughts or things you want to say? Thanks so much for the opportunity to share the story behind this project and the ideas that inspired it. Over the years, I’ve had the chance to collaborate with all kinds of people — freelancers, early te sters, and passionate community members across our Discord , TikTok , and X . Interacting with the audience has always felt like a breath of fresh air and a reminder that what we’re building truly matters to others. I’d also like to express my gratitude to my partners at MicroProse. I’ve been fortunate to receive support and guidance behind the scenes, which has played a major role in shaping the project’s vision. Their involvement created the conditions that finally allowed me to bring many long-standing ideas to life — ideas that have directly influenced what the game looks and feels like today. Now, after five years of development — and thanks to a bit of luck and a lot of support — the game is finally nearing its next big milestone: closed testing, planned for the coming months. Looking back, it’s been a long, sometimes chaotic, but deeply rewarding journey — and I’m incredibly excited for what’s ahead. About the Interviewer Matthew "FlyAwayNow" Nguyen Artwork by alice (@atrousyolks) Producer, writer, incidentally personified online as a rooster. One of the three main developers of Project Wingman and now working across the board on several other combat flight videogames, audioplays, podcasts, and books. Advocate for indie creators, fanfiction, and critical analysis of what you love. [ Bluesky / Linkedin / X.com ]





