Changes for the new build
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Gameplay:
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Try these out and see what tweaks we need, also these will mess up the balance again (but that's ok as we're working on new waves system anyway)
-New blast forces, if aim cursor (pink dot) is far away from player, you get a powerful and precise shot with less spread, if it's close you get a lot of spread and normal power. Scales linearly based on distance from player: i.e. Max distance away is pretty much all a directional blast (powerful cube blob), cursor directly on the player is all spread blast.
The directional "snipe" only effects cubes within 10 units of the aim point, the other cubes get a proportionally weak spread blast. However in large cube blobs the cubes at the center get the powerful blast, but the ones in front of them may not and slow them down. Trying to work on that. May drastically increase the force.
Also need to consider visual feedback for the player, probably through the aim cursor size/color
-Timer before gravity kicks in after a blast reduced a lot, however haven't added player control over this as it seems like more complexity with little use. We can discuss whether it's useful enough to add another control, personally I haven't found any compelling uses for it yet.
-Player speed and acceleration now increase with size
-player can die, restarting the level (needs lots of balancing)
-Triangle enemies do more damage, are faster, and a little harder to kill
-Aim cursor can be a lot farther from the player, for smoother control of force, but putting it really far away can make it have to swing around.
-Zero sum cube system, when hit you drop cubes (at the moment just dropped). Also tap 'L' to drop cubes. Holding it down doesn't work, as a safeguard against dropping too many.
-meta-circle is now killable (needs user feedback)
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Art
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-Added procedural lines