How to get better at any of these
These are not games you win by reacting faster. They are games where the same mistake costs you every time, and the only way past it is to understand what you were actually being asked to do. The following applies to all fifteen.
Fly one game ten times before you try the next
Every game here is one small model, and a single run is not long enough to feel where the edges are. Fly the same one until you can predict what the readout will say before you look at it. That moment, when you know the aeroplane is out of energy before the number tells you, is the moment the game opens. Fifteen games played once each is fifteen minutes of confusion. One game played fifteen times is an afternoon of getting good at something.
Read the guide after you have lost, not before
The guide on each game page is roughly twelve hundred to three thousand words and it is written to be read by someone who has already been beaten by the game. Read it cold and it is a list of facts about a thing you have not done. Read it after three failed runs and every paragraph lands, because you have already met the problem it is describing. The section on why a technique works is worth almost nothing before you have felt the thing it fixes.
Watch the readout, not the aeroplane
The most common mistake across all fifteen is looking at the wrong thing. In most of these games the aeroplane itself tells you nothing you do not already know, because you are the one moving it. The bar at the top of the stage tells you what you do not know: how much fuel is left, how far the ground is, how fast you are actually closing. Fly the numbers and let the aeroplane follow.
Do less
Almost every one of these games is easier with fewer inputs. A held key is a decision you have not finished making. Several of the games use a slow response on purpose, which means the correction you make now arrives two seconds from now, and a second correction made in the meantime arrives on top of the first. If a run is going badly, the fix is almost always to take your hands off for a moment and let the aeroplane finish doing what you already asked it to do.
Give up on a bad run early
There is no penalty for ending a run here, and there is no reward for dragging a hopeless one out. If a flight is already lost, the useful information is in the first thirty seconds, and the rest is just watching a number fall. Start again, and use what you learned while it is still fresh.