The greatest thing about other people having a look at your game is that they most likely find something you are just not aware of. The camera is the window into the game world and as such plays a central role in the presentation of the whole game.
When developing the chase-camera, I programmed it to follow the player with a slight delay depending on the acceleration forces acting on the aircraft at any given moment. To me, this provided a cool perspective and some sense of dynamic movement. If you roll the aircraft fast around its forward axis, the camera would follow some degrees behind the aircrafts rotation and eventually roll at the same rate as the aircraft itself. Most of the time however, the aircraft would not be moving much on the screen in contrast to the horizon and environment. I learned that this can make it really difficult for players to keep a sense of orientation and may even lead to mild motion sickness.
To counter this, I made the camera stay upright as the default setting with the “sticky” chase camera as the alternative option (because I personally like it).
The new setting keeps the horizon aligned with the screen and emphasises the movement of the aircraft as it rolls and turns.
Here are two screenshots of the same scene with and without rolling camera.
I learned a valuable lesson which hopefully helps me to make a better game.