Neon Meltdown by Milan8890
How long can you survive without exploding? Kill enemies to extend your time, and try to defeat the final boss!
Controls: WASD for moving
Left-click for shooting
Esc to slow down the game and change the volume (the volume might be 0 at first so make sure to increase it).
Space to upgrade if it is available (message will appear in the top right corner) and choose out of 3 cards with left-click
The game was developed for 1920:1080, playing in other resolutions may cause problems.
Known bugs:
Try not to slam into the walls too hard the ship's engine doesn't like it. If you do it you may drift slowly in one direction constantly so just slam yourself into the opposite wall and it should be fixed.
UPLOADED FIXED VERSION
Uploaded a fixed version where I fixed an issue with the firing speed working in reverse.

| Link | https://milan8890.itch.io/neon-meltdown |
| Original URL | https://ldjam.com/events/ludum-dare/50/neon-meltdown |
Ratings
| Overall | 1032th | 3.25⭐ | 52🧑⚖️ |
| Fun | 807th | 3.27⭐ | 52🧑⚖️ |
| Innovation | 1333th | 2.42⭐ | 52🧑⚖️ |
| Theme | 1083th | 3.27⭐ | 52🧑⚖️ |
| Graphics | 837th | 3.47⭐ | 52🧑⚖️ |
| Audio | 880th | 2.667⭐ | 47🧑⚖️ |
| Humor | 1092th | 2.083⭐ | 44🧑⚖️ |
| Mood | 1172th | 2.966⭐ | 46🧑⚖️ |
| Given | 53🗳️ | 84🗨️ |
The controls are very fun to play with, and the graphics look great.
Great work!
I also had trouble keeping track of my health. Maybe there could be a visual effect when taking damage?
The ships look very nice, though, and the gameplay is otherwise fun enough.
Thanks for the feedback!
There is music in the game but you have to up the volume by starting and pressing ESC (i don't know why it's set to 0 by default).
And there should be a red flash on top of the screen when you get hit.
Game also feels like a snowball, when there are too many enemies I never am able to get back so maybe add some temporary powor ups which help you clean the level temporarily and swing things back.
You are correct! It is the LookAt function! We tried to make the enemies slide but in our opinion it made the enemy movement very wierd.
On the difficulty: yes i agree it is hard
(we once accidentaly made enemies spawn every frame)
Thanks for the feedback and thank you for the SFX i'll check it out!
Thanks for playing!
There is music but somehow it's volume is set to 0 by default so just start a new game and press ESC you should see a volume slider.
The movement was confusing for me. I figured out how it worked, but instinctually I just expect the engines to push the thing so I was often going up when I meant to go down.
On each beat of the track, enemy could:
pulse toward the player
change shape; maybe get fatter for a brief period so they are easier to hit, but only for that short window.
To me, this would enhance the number of "near misses" the player can have, by using the timing to avoid touching enemies when they are smallest and not moving, creating a sort of dance with death.
Anyway that's just my random thoughts, I think there's something really great in hiding in this jam entry!
I especially liked the changing of music and the visuals of the ships.
Controls were also nice, and random upgrades are a good addition.
Maybe its me but, I think fire rate buff doesn't work?
I have acquired over 5 of them, but my fire rate never did feel faster. It actually felt slower.
Other than this, maybe UI could use a touch. It was hard to notice earning new upgrades and keeping track of health.
overall, great job!
Per comments I got the audio working in settings which is good as it is a very nice fit for the game.
Satisfying gameplay with upgrades and a build in intensity corresponding with theme.
Possibly collision zones could be a little larger?
Well done.
I like the concept of yours. I have to say, that a total absence of SFX is a dealbreaker for me. I found the music volume slider because you mentioned it in the comments, but I do not enjoy listening to the music you picked out for the game. I love how the ship controls and the additional movement upgrades really flow well into the upgrade system.
I do not enjoy the Hard -> Easy --> Hard type of level progression though (of which I cannot even see a progression bar of)
Thanks for your entry! My Highscore is 229
I did not get past the purple rectangles. I like how the music evolves.
The bloom could look nicer. I think you could use dithering to avoid banding. Even after getting better movements and movements speed power-ups, I still think inertia is a bad idea. It usually bad in shmups, with few exceptions like Asteroids.
High score: 313.
Definitely a challenge but normal for gamejam standards (no time to develop casual starting levelshaha, I'm one to talk ^^)
Just that "very easy bar" in the top left was mocking me, I thought I did pretty good in the end and it STILL said very easy - grrr :P
Graphics were simple and nice, good to read!
While playing it's important to remember to upgrade - piercing 2 enemies is bae btw -
I assume that feature fell victim to the deadline, but getting some sort of notification about an available deadline would be a nice addition :) Like a sound, maybe
The feedback for shooting enemies is nice! Makes you wanna return and play more :)
And jepppp - in the beginning I was definitely hogging the edge too much and dying all the time xD you just gotta step up your shooting game ^^ (that felt really nice btw!)
Good job, guys :)
@manio
We had a few SFXs but after playtestinga little especially at the later stages of the game the fireing and deathsounds were playing too often and started to get annoying and drown out the music
@sentmoraap
This was my first time using post-processing, i'll check into it more later.
Yea some of the upgardes were pretty useless. We were running out of time and some were just thrown into the mix.
@angiemon
Thanks for the kind words! :) Yea we pretty much made about half of the upgardes on the last day or balancing them still around midnight. (pierce, damage, firerate) Would have loved to improve the balance a little bit more especially the ghost ships.
On an earlier playthrough I had a bug where I asked for faster pew pew and it set my amount of bullets, and speed, back to the default setting.. which got me pretty much instakilled, I had about 2 seconds of "what?".
Also - are the edges intended to be instadeath?
Despite this not being my genre *at all* I really enjoyed the game. The movement felt fluid beyond belief and the music made everything feel incredibly inevitable - well done!
My main gripe (aside from what I assume is a bug, which happens in jams) is that I would have liked just a tiny bit of, wobble? Some give, on the movement, so that the fluidity could be felt more. Just so that I can use the whole area of the base screen without feeling like I am certainly getting myself killed. Just another "inch" of space, so that when you sway to the edges you can see the load in area of the mobs, could be super super super nice and make the whole flow feel beyond perfect.
But, this is a game jam game, and it's inevitable, so locked in stuck is exactly on theme.
Well done. :D
Well done, very fun game.
@arihan10 It is inevitable. At a certain point you can't survive. Yeah at the begining everything is a bit slow but that's what upgardes are for :p . And i dodn't understand the slow rotation speed?
@sentmoraap
@otterfaelure
We looked into the fire rate issues as you told us, and we figured it out. We had a variable that one of us expected that if we increase it, it will increase the rate of fire, but actually it was the other way around. If everything is right we will fix it and upload the fix.
I think my only main complaint besides the lack of sound effects (that'd really add to the game feel!) is that I think the timer-as-health system is unneeded and I feel like it'd just feel better if you stuck to a standard health system. :)
Well done!