That's good to hear!
The lack of precision controls for the tasks on the boat is something we planned from the start. For the steering it's intended to be something you hop on and off as you go, adjusting to the situation in the moment. For the cannon aiming the indicator does a lot of heavy lifting, it's a case of learning how much to lead your shots!
Imagine how much less piratey it'd feel if the boat controlled like a go-kart and the cannons were hitscan, bleh!
I'm glad the swashbuckling vibe came across, we were hoping the game would feel like a frantic battle to keep the ship alive :D


