Neon Hell by SirPumpyJam

Hello dear jammers,
I present to you "Neon Hell", a quick 2D arial combat shooter.
Use the arrow keys to turn and accelerate, use Shift to shoot at your foes and Ctrl to activate your short lived boost.
But be careful! The higher your multiplicator is, the more enemies will spawn!


If you seem to have some kind of deja-vu: Yes, this is my Compo entry but I spent additional 6 hours to make it into a Jam entry without touching the original Compo submission :) This was my vision that I had for the 48 hour competition and I hope you enjoy the game.
The original compo submission: https://ldjam.com/events/ludum-dare/40/ld40-sirpumpy
Changes in regards to the compo submission: + Multiplicator!!! + Enemy movement, spawn and AI severly overhauled + Tons of bugs removed + Menu + Adjustable volume + Added a boost + Seperate soundtrack for menu + Game sounds!
Enjoy!
SirPumpy(Jam)
Update:
Added a link to the latest version of the game. Please rate based on the JAM entry, not on the latest version :)

| HTML5 (web) | http://www.fatihtavukcu.de/NeonHell |
| HTML5 (web) | http://www.fatihtavukcu.de/ludumdare/ |
| Original URL | https://ldjam.com/events/ludum-dare/40/neon-hell |
Ratings
| Overall | 145th | 3.892⭐ | 67🧑⚖️ |
| Fun | 159th | 3.802⭐ | 65🧑⚖️ |
| Innovation | 848th | 2.862⭐ | 67🧑⚖️ |
| Theme | 794th | 3.138⭐ | 67🧑⚖️ |
| Graphics | 18th | 4.672⭐ | 69🧑⚖️ |
| Audio | 55th | 4.057⭐ | 63🧑⚖️ |
| Mood | 43th | 4.153⭐ | 64🧑⚖️ |
| Given | 20🗳️ | 3🗨️ |
WASD for movement, space to shoot and shift for boost would be more preferable in my opinion.
As a matter of gameplay, I had a little trouble at first with the kinda slippery movements, but it gone well and even made it felt like piloting a realistic spaceship.
The music is very nice, and as I said before the graphics are gorgeous (that sky ! that background ! this mirror effect on water ! Damn !) , and even if it seemed like a kinda classical shooter, it really deserves a very good rate. Plus, the theme's well respected.
The controls feel a whole lot more satisfying now; thank you for taking the time to make some Jam improvements, this is amazing for your first Ludum Dare game.
# Controls
Arrow/WASD to look in the desired direction, 8 way style with fluid movement in between, separate buttons to accelerate, shoot and use boost
Touch screen controls
Gamepad support (rotational as it is now and directional via use of thumbstick and accelerating by moving the thumbstick further away from the center)
# Graphics
Refined art
Bigger level
Unlockable time of day color schemes
Reduce particle count
# Gameplay
Ground units, different aerial enemy types, bosses
Different weapons and extra abilites
Optional minimap
I'd like to see more gameplay variance and progression. Some 'rest' moments between levels/waves as well.
Here is my playtest:
https://www.youtube.com/watch?v=Fnz_TJEq7RA
Also, would love to follow you on twitter, if you have one?
As others have mentioned, this like more bare-bones, but better-looking luftrausers.
Is there some venue where I can give you a follow if the game hits full release? I would love to see that happen.
Overall amazing job, congratz and good luck!
I loved the way you fly, the gravity was a bit too high for me though, I died really easily. But the game is really cool!
PS I've destroyed 27 ships.
Also would buy this game in future if you release it.
Cheers and may the force be with you :)
Good job!
Also, what a wonderful music!
Fantastic job nonetheless!
Only thing that bothered me was that enemies were kinda blended into background, and that there was no god indication when we hit them, and also, when they are destroyed. Lot of times I kept shooting at the enemy that was down.
Also sam basic instructions would be nice.
Anyway one of the better games allaround.
@lereveur It's a pitty that I couldn't add the compo and jam entry to the same account. I tried to get some support and merge both, but no luck so far. Thanks for the rating anyway!
The title screen really helps not pushing you in (the water) immediately. I actually like the controls, I find it adds a sort of difficulty though I'm having a pretty hard time already, but I enjoy the challenge. That multiplier clearly gets me killed faster now. But I think my favorite upgrade from the compo version is the addition of the small explosion from enemy deaths. That was a much needed visual feedback since I remember not being able to tell if one had died in the compo version. I wouldn't mind if those explosions were even a bit bigger or if they add additional tiny explosions as they fell or even have their smoke change to a darker color.