Day 17
Reworked walking turret enemy - now they randomly move around and shoot projectile fans.
Also, discovered something new about Unity and quaternions. Apparently, sometimes when you use Quaternion.RotateTowards method, it may produce result with reversed values, so when your target rotation is (0, 0, x, y), you might get (0, 0, -x, -y) instead. Which screwed up some of my comparison logic, producing few funny results. This was fixed by replacing direct quaternion comparison with angle tolerance check.
So far, those are all enemy reworks I wanted to introduce. Tomorrow I guess I will just start moving through my backlog, like, implementing actual victory condition.