Refactored controls to be based on deltas and not absolute pointer positions. This makes it easier to add a camera follow, and it closer to the control scheme I envisioned originally. Ultimately I think of this game ideally controlled by an arcade trackball and I am building the mobile and desktop controls with that in mind.
With the delta controls and camera follow you can take a running start at the yacht, gather speed, and give it a good smash! When there's terrain I think a big part of the game play will be navigating yourself and the yachts into positions where you can gather speed to smash into them.
Next on the prototype docket is to experiment with "speed-based controls". I kind of want a mechanic where you are under the surface at times and over the surface at other times. Being under the surface means you go under the yachts and other obstacles but cannot do (or receive?) damage, but being on the surface is where you can attack and be attacked.
An early prototype had a separate button for "dive/surface" but I want to try a version where your speed controls whether or not you're surfaced. If speed is broken up into three ranges, the lower third could be dive, middle third could be surface and upper third could be smash, where surface and smash are both on the surface but smash is where you can deliver critical damage (as opposed to bumping the yachts around).
This might be overthinking the interaction and it may completely not work, but its worth a shot!
If it's weird to play in an iframe try the full thing. Only tested on mouse + desktop.