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I can't imagine what part of this project your struggled with most, but the bullets from one of the ships following you for a moment seems tricky. You don't have to answer, but I was wondering if you recycle the objects, (the ships and bullets), or do you destroy and instantiate them? 

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Ironically, the part of the project I struggled on the most was keeping the player bounded to the screen. I had to create a solution that accounted for any screen size so that was pretty tough and ate up more time than I would have liked.

The homing bullets were actually created by accident! I was trying to have the turrets face the player, but accidentally coded the solution in the bullet! So ironically, this was an easier part of the project for me. Here's a link to the homing script if you're interested: https://github.com/CoffeeAbuser285/JameGam/blob/main/Assets/Scripts/EnemyScripts... ╰(*°▽°*)╯

I instantiate and destroy all objects! It takes more processing power to do it this way, but I figured that most computers could handle it (❁´◡`❁) If I were to scale the game up further ( player has more offensive capabilities and more enemies on the screen ), I would definitely run into issues doing things the way they are, and I would probably need to revamp the ship/bullet spawning systems.

If you were interested in seeing more code, here's a link to the github: https://github.com/CoffeeAbuser285/JameGam/tree/main/Assets/Scripts I will admit though, the code is not my proudest work. I sacrificed structure and readability for speed. In a competition like this, it's definitely worth the trade off!

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yeah it makes sense, it's probably a good idea to sacrifice clean code for brevity, especially when time-frames are short. Thanks for sharing your code also, it's interesting to see how others use unity api.