Project Neon is a shoot 'em up game that pays homage to the classic arcade games of the 90s. It's a vertical scrolling game with a simple yet effective presentation, reminiscent of the CAVE and Toaplan games. The game's design is a testament to the developers' love and understanding of the genre, but it's not without its flaws.
One of the game's strengths is its scoring system, which encourages a risk-reward strategy. The longer you can sustain rapid enemy kills, the higher your score, but it's not as simple as just holding down the fire button. Instead, you need to carefully choose which enemies to allow on-screen to bridge gaps, and then choose a path of destruction. This system is well-calculated and adds a layer of depth to the game, but it's not for the faint of heart.
The game's challenge is balanced out by its brevity, with only five stages to complete. However, the last boss's final form is a major letdown. The boss's hitbox is enormous, and the final phase starts to mimic the true-last-boss style of games like DoDonPachi. This makes the boss feel overdone and unfair, and it's a major disappointment after the game's previous stages.
Personally, I think Project Neon is a capable game that shows a lot of love and respect for the genre. However, the last boss's final form is a major flaw that detracts from the game's overall experience. I would have preferred a more traditional boss battle, rather than a phase that feels like a cheap trick.
One thing that immediately stands out is the game's scoring system, which encourages a risk-reward strategy. What many people don't realize is that this system is not just a simple matter of holding down the fire button, but rather a carefully calculated approach that requires a deep understanding of the game's mechanics.
If you take a step back and think about it, you'll realize that the game's brevity is actually a strength. The five stages are short enough that you really should be putting in the effort to learn them, and the steep challenge is balanced out by the game's overall design.
In my opinion, Project Neon is a game that shows a lot of promise, but it needs some refinement in its boss battles. I would encourage the developers to take a step back and rethink the last boss's final form, and to continue to build on the game's strengths.
A detail that I find especially interesting is the game's optional touchscreen controls, which make it function much like CAVE's iOS arcade ports. This adds a layer of accessibility to the game, but it also raises scoring questions amongst competitive gamers.
What this really suggests is that the game's design is a delicate balance between accessibility and challenge. The developers have clearly put a lot of thought into the game's mechanics, and it shows in the end result. However, there are still areas where the game could be improved, and it's up to the developers to decide whether to refine these areas or leave them as they are.