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(+1)

Thank you!

I have a little time, so I can break down my thoughts on the u-boat mechanic.


I did initially want to make the torpedo launching at the ship hitbox more accurate (i.e. moved as the ship moved forward), but with the additional mechanics that use up the player's concentration, I worried having to do mental math to figure out where a torpedo would actually travel would be too taxing (I later would realize that it would be hell to code as well). Another part of it is that steering is the only mechanic in the game that has two ways to damage the ship (going out of bounds insta-death and torpedo hit), and at higher difficulties, the torpedoes begin forcing the player to zig-zag (which is more historically accurate lol), adding additional stress that might take things too far. 

As a result, I tried to keep the torpedo mechanic as simple as possible, but I'm afraid I couldn't get things exactly as I wanted it to, so apologies for that. I recently sent out a new version with lower difficulties too, so hopefully that helped a little.

Thank you as well for your comments on audio and atmosphere! I'm very surprised audio was my highest placement (in a way I feel it should be lower in respect to all the games in the jam with awesome audio!), but I'm glad dedicating a significant amount of time solely on audio and building the dread of being in what was a slow, defenseless, sometimes poorly built (19 Liberty ships straight up split in half from existing) vessel, panned out well in the end.