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Hey Morgan! Great submission!

When I read your core concept, I was like "oh no, this sounds like not all that glitters is gold all over again" with unknown randoms that you're forced to interact with. But I should have known better! You take the concept of the unknown, put it into knowable patterns, then challenge the player to adapt to the possibilities. Well done! I'm glad I gave it a second go or I wouldn't have had the chance to help giant small animals find their way home ;)

On the matter of the rotation speed that other folks are mentioning - I also thought it was a tad slow and thought about your choice there. I think the slow rotation speed forces players to hit the button for frequently. Even after all the "SHOULD YOU HIT THE BUTTON?!" build-up, the answer is ultimately, "yes". The designer wants you to hit the button. And that slow turn speed forces reluctant players to engage with the core mechanic. But also... it sounds like your playtesting went fine. Any chance your rotation speed wasn't framerate independent and the slower framerate on webGL messed with your intended experience? 

(+1)

Just had to go check re: rotation, but it is eventually multiplied by Time.Deltatime.  But good thought!
I've played it on here to, and it still feels right. Think it's just going to be one of those things that It felt right to me because I've been playing with it from the start. Ship can do a 180 in less than half a second or something, though being a Lerp, does ease into the finish which might be part of it. Could it be more to do with accuracy and shooting the enemies moving at the same time (in that you need to lead the shot sometimes to hit the rock going past, timing the speed of the shots with the movement)?

I'm glad you made it to Cute animal land :D. Thanks for playing and feeding back. Really appreciate it!

Oh yeah, might be the Lerp. Might also be the controlled rate of fire. Turning around but having your shot fire just before being aligned to your target probably makes it feel slower, too.