Neon Crawl by ping78
Bask in the haze of the neon lights
Ratings
| Overall | 214th | 3.236⭐ | 38🧑⚖️ |
| Fun | 177th | 3.181⭐ | 38🧑⚖️ |
| Innovation | 237th | 2.814⭐ | 37🧑⚖️ |
| Theme | 260th | 2.818⭐ | 35🧑⚖️ |
| Graphics | 65th | 3.958⭐ | 38🧑⚖️ |
| Audio | 210th | 2.7⭐ | 37🧑⚖️ |
| Humor | 219th | 2.214⭐ | 30🧑⚖️ |
| Mood | 148th | 3.409⭐ | 35🧑⚖️ |
| Given | 21🗳️ | 17🗨️ |
It's a little bit awkward when you go between rooms that the mouse causes you to face the opposite direction.
I like the procedural level generation and I think the dynamic/mechanic that you automatically face towards the center of the room after changing the room is interesting, as you are ready for combat on enter.
I liked the "boss" on the second floor, but I think I found the "boss" on the first floor the hardest.
I found it a bit hard to control the player in the beginning, especially using the mouse to look at the enemies. I tried a few tactics, but it might feel more intuitive if the character looked in the direction they're moving (something I also missed in my entry but I understand better now 😅).
Overall, I really like the replay value, and it's a well-polished game. Nice work!

1. Keep your mouse cursor near the center of the room.
2. While battling, try to keep your mouse a little more pointed toward the lead enemy.
3. Peeking into a room and then backing out will reset enemy positions without respawning them.
4. Let non-ranged enemies come to you to defeat them safely.
5. Slowly circle ranged enemies while looking for an opening.
The invincibility while attacking feels nice, and the whoosh sound effect to go with it.
First of all the design and movement are pretty cool gotta say. Although the movement was abit too "slidy" so you sometimes got destroyed directly when entering a room because you couldn't slow down fast enough.
The turret enemies where place really well and the little minigame on the seconde floor was a nice addition.
But there wasn't too much variety in the rooms, so it was actually a smarter idea to make the general game shorter.
A nice 8-bit chiptune could have made the experience even better, and some sort of ranged attack or a bullet deflect system.
Overall cool game with slick visuals ^^
Good job!
Thank you for the game!
It would immensely value the experience an electronic soundtrack if you decide to develop it further. Cheers!
@nbumgardner Yeah, this one definitely goes to the list of things that should be in the options menu.
@noagard, @jona-scheidig, @andruid Yeah, this game is definitely screaming out for an awesome soundtrack.
@justuspan If you choose not to engage with the enemies, you still need to dodge them. Also, not the case in the boss rooms (if you haven't reached one).
This might be because of the generous iframes, but the hit feedback is actually very clear: you get hit, you die. Though, the explosion could probably be a little bit bigger. :p
@mibi88 The moment the game starts, you descend into the dungeon where you explore the depths of one floor only to descend into the other. You do this floor by floor and reach the deepest part of the dungeon. After completing the dungeon, you finally descend into the victory screen.
So, you explore the figurative depths of each floor and the dungeon as a whole, as well as the literal depths of descending deeper floor by floor.
@wind1e I wish that other joystick would do stuff too, this game kinda wants to have controller support.
@heviosso If only there was enough time in the jam to go full Celeste. But there's barely enough time to go Dark Souls. :(
(And even then, Souls games have more ways to adjust difficulty than it appears at first glance)