Gameplay:
If you dash while charging your gun (hold the fire button to charge), you will launch the charge shot in a curved path, much like putting spin on a tennis ball or ping pong ball. The projectile will also bounce off of enemies making it a devastating wrecking ball against clustered enemies.
The boss's homing rockets have been slowed down since they were pretty frustrating to try to dodge at their original speed. Also, in response to feedback from the testers, the homing rockets can damage the boss if you are nimble enough to steer them into him.
I've also added a new enemy AI. This one is a very simple script that allows an enemy to move to a random screen location, track the player and fire a few shots in that direction, retreat to a new random screen location and repeat.
GUI:
I've added an in-game menu to allow several options to the player. Pressing the escape key, Pause, or even "P" while in game will bring up the menu. From here you can resume game, quit to main menu, quit the game, or configure sound options. It's not too terribly flashy, but the buttons have animated tweens in reaction to the mouse hovering over them and being pressed.
The Boss now has a health bar to indicate how much damage is required before he's defeated. This constant feedback makes it much easier and more fun to play.
Now after beating the boss, you are taken to a map screen where you can select your route through the galaxy. This may or may not make it into the game since the scope of the game is not certain at this point.
Polish:
Previously, when the player was moving while at the extreme left or right sides of the level boundaries, the ship would have a jerky movement because of collision detection. Put simply, every frame, the ship wants to move out of bounds but the collision detection refreshes at a fixed time interval which is not frame rate dependent. So, while the player is trying to force the player out of bounds, there is a constant back-and-forth battle between the player's input moving the ship and the collision detection moving the ship back because it shouldn't allow the ship to move any farther.
To prevent this, I added a script to stop the player from moving any farther in the direction of the boundary that they are clipping against. So if you drag your ship all the way to the right end, the script recognizes the collision has occurred between the ship and the right boundary and will disable the player's ability to move any further in that direction. I also removed the rotation animation from the ship while in this condition for good measure.