Thank you, this feedback is very helpful! When we were planning this game, we aimed to achieve a sense of chaos that still felt fun.
Based on your, and other players', feedback, it seems that the game feels unfair or frustrating because it is almost impossible to get less than 50 crashes, let alone 0 crashes. Would you say the frustration comes from the most chaotic moments, when it feels like you're 'losing,' due to it being almost impossible to avoid crashes?
Our intention was for the goal of the game to be minimizing crashes, not necessarily avoiding all of them, since the level of chaos we wanted would make that impossible. But, I think we missed the mark on communicating that; since there is no feedback of whether the player is doing good or bad, every crash feels like you are losing the game. Please correct me if I am misunderstanding the source of the frustration, though!
I've thought of a new scoring system that could give a better sense of progression, and give the player a better idea of how they are doing, with a score that's balanced to be fair for the chaos of the game. I'm thinking of something like the Guitar Hero health bar, where plane crashes decrease health and saved planes increase health.
Thanks again for the feedback! Also, based on another player's feedback, we are planning on adding stronger visuals when pressing a button, that I think might better communicate that they should be held down!