Finally, some actual feedback on balance and stuff. Also thanks for dunking on my ESL, although I'm not sure this is gonna be helpful since I'll be changing script a lot in the future.
>The dialogue box overlaps the selection box if the text is too long, and it barely uses half the width of the box before wrapping.
Were you playing with a low resolution, or high scaling? Dialog box was kind of a mess at lower internal resolutions and I reworked it already.
>The turret doesn't take the dead zone into account when deciding which direction to traverse in, so it gets stuck if you aim to the other side too quickly or switch to the other side around the back.
I am aware of this issue and I'm looking for a way to fix it. By the way, enemies suffer from it too.
>I didn't have any trouble hitting enemies, but an indicator showing the turret's target rotation would still be nice.
I am planning to implement a laser sight or at least a targeting reticle.
>The railgun and torpedoes feel underwhelming.
Torpedoes I have buffed already, but railgun balancing is a tricky thing, it should have a lower DPS against single targets compared to regular cannon. I may increase cannon rate of fire across the board, plus I have already added a consumable item that temporarily buffs the railgun as one of its effects.
>One of the gray enemies at the start of level 2 remains stationary and doesn't respond to being attacked.
Did you "woke" it with a railgun shot? I know that it is one of the reasons for that happening and I found a way to fix it.
>Game crashed on level 2 shortly after I killed a supply boat
Can't do much about it without seeing a crash message.
>The delay before the supply boats drop their item is pretty annoying.
Fixed it, it does looks better if item is dropped right when the explosions start.
>Enemies have too much health.
Yeah, that's a problem because I only had time to implement one enemy type and hovercrafts had to fill the role of a basic enemy. Right now I am working on some smaller, weaker "popcorn" enemies while hovercrafts will have their attacks buffed to turn them into medium-level threats and they will be used more sparingly. That being said, I will probably reduce health on yellow and black boats.
>Enemy shots are too easy to avoid if you have enough space to not get surrounded, and the gray and yellow boats are too samey (if there's any difference at all).
Again, didn't had enough time to implement a proper difference. Right now the yellow boats are just souped-up gray boats (faster, more agile, more health, higher RoF). I am planning to add torpedo launchers on a yellow boat as well as adding more turret types. I'll try to implement leading shots across the board as well.