8 hours, more tutorial HUD.
Rethinking the order in which I introduce enemies. Attempting to explain mechanics in a nicer order (for example the ability of walkers to build is encountered way too late). This phase reorganization is still in progress. Pick ups render their progress bar higher to increase readability. Same with walker spawners. Player health bar uses player colors for border. Fixed the tutorial failing to instantiate key components. Shooter health bars are disappearing correctly. Walker grab stops player velocity and momentum, not just velocity. Phase 3 walker spawners and the phase 2 turrets always show their health bars to indicate they are damagable. Phase 2 turret vuln gets a target HUD indicator after a period of time alive.