Cleared To Land by JHax
Take control of Air Traffic Control!
In Cleared To Land you must use the state of the art Air Traffic Control Signal Cone (ATCSC) to safely all the aircraft coming in to an air field.
Featuring
Highly comprehensible Air Captain voice overs!
3 Poorly organised airfields to bring under your control!
Default UI Styles!

Made With
Engine - Godot
Music - Ableton
Sound Effects - Ableton / Bfxr
Graphics - Aseprite
No Generative AI was used to make this game
Even the calling the aircraft pathing AI "AI" is being pretty generous...
| Link | https://jhax.itch.io/cleared-to-land |
| Link | https://github.com/JHax-94/JHax-GameJams/tree/ld59/release1_0_2/LD59 |
| Original URL | https://ldjam.com/events/ludum-dare/59/cleared-to-land |
Ratings
| Overall | 447th | 3.55⭐ | 32🧑⚖️ |
| Fun | 393th | 3.429⭐ | 30🧑⚖️ |
| Innovation | 105th | 3.929⭐ | 30🧑⚖️ |
| Theme | 38th | 4.466⭐ | 31🧑⚖️ |
| Graphics | 539th | 3.517⭐ | 31🧑⚖️ |
| Audio | 288th | 3.607⭐ | 30🧑⚖️ |
| Humor | 311th | 3.096⭐ | 28🧑⚖️ |
| Mood | 356th | 3.75⭐ | 30🧑⚖️ |
| Given | 32🗳️ | 34🗨️ |
If they're clear to land they should have this symbol:

This checkmark *should* mean the plane's received whatever command you've just sent

If that's still not working it could be a bug, but I might need a bit more info to track it down!
Thanks for playing all the same!
The pilot confirmations sounds are hilarious!!!!! I actually liked the convoluted (but in physically accessible positions for my fingers) control scheme, it added to the fantasy and definitely added to the chaos!
I'll be playing more of this!
Heres my list:
1. The tutorial is way out there on the top right and once I clicked on OK the timings on when I see the next message is not graspable and I was hanging there for a few seconds at times wondering, oh and now? is this the whole tutorial? only to then after a while the next window show up! Having things in the menu highlight and have the tutorial box move to where these things are in on the screen (while being highlighted) would make things easier to understand and having the tutorial immediately go to the next window without any delay would make it way more clear that we're still in the tutorial.
2. The camera controls are waaaay to slow I felt, I felt like I was a snail
3. The controls on the top left are all over the place with hotkeys, I think standardizing them to a 4-5 key kind of grid system would make it way easier and fix some of the "depth" issues that one encounters: for example I struggled knowing whether me pressing C already is a valid signal to send and I didnt know I had to select a runway with 1 and then south or north with Z and N
These hotkeys are not well highlighted to the player and all over the keyboard! I think having the first commands like circle, land, taxi, altitude. speed, pattern could alll be bound on like q,w,e,r,t,y then you would be in the mode "circle" and in that mode me pressing A would then select the first runway S the second etc and then the second row with ASDFG would change and A would select south and S north.
This coupled with these actions being displaye prominently in a bar at the bottom that would properly update with highlights would make this so much clearer!
4. The controls of the signal direction with Q and E felt quite tedious and slower than they should imo! I would prefer to be able to shoot my signal at the locatgion of where my cursor is. and if we were to combine this mouse control with the qwerty focused control i mentioned in 3. this would make thins so smooth i think!
But I dont want to just get stuck on all the Ideas I had come up immediately wehen I played it, I also wanted to talk about the things I found relly cool!
- The planes showing their current action with an icon above them made things really clear what they were about to do!
- I had so much fun playing it and getting to organize the planes to get them to land (and not crash - but oh boy so many crashed into each other xD)
- I found all commands/signals to be really clear only taxi had me a bit stuck as I didnt get what it actually does from just the tutorial.
But I hope you keep at it and improve upon it just a bit because I think the idea behind it is really cool and could lend itself for quite a nice roguelike system with upgrades or a long running simulator like game where you gradually expand your airport and get more and more towers, more lanes etc! really cool!
In most cases, using the keyboard layout as basis for the keys is the way to go (if I have to run around with arrow keys and do actions with X and Z it requires finger acrobatics on my QWERTZ style keyboard), but in the case of this game where I had to look up the controls all the time, it was quite annoying how often I pressed the wrong key :sweat_smile: I know, I know, I just changed my keyboard layout to QWERTY, but only after it annoyed me way too much.
It never occured to me, but does Godot use your local layout as the keyboard map in the game instead of the user's? If yes, that's good to know for the future.
Also the visual is just very clean!
Unfortunately there's a way to get soft-locked in the last stage:

(the glider landed beyond the tower's reach, I cannot ask it to taxi - for whatever reason LD images are broken, see [link](https://drive.google.com/file/d/1qV1nAmmHH40xVNmfQC75sPAvZfSPVsOO/view))
Other than the issue above and maybe some controls improvement, I've had lots of fun (mis)managing air traffic. Congrats!