Advent NEON has now officially released on Steam! This demo will be kept online as the Kickstarter demo, but if you wish to play the most recent demo, or the full game, then head on over to Steam!
Thank you all for your support over the years!

Advent NEON has now officially released on Steam! This demo will be kept online as the Kickstarter demo, but if you wish to play the most recent demo, or the full game, then head on over to Steam!
Thank you all for your support over the years!

https://cryogx.itch.io/advent-neon


Advent NEON is a hyperactive 2D action platformer with a focus on giving the player as much freedom and feeling of power in a platformer! It's a solo-dev'd (this includes art, animation, music and sound too!) passion project that takes inspirations from a lot of classics that I've grown up with, made with as much love as I can physically manifest as a developer.
Neon, the protagonist, has a fully fleshed out platform-fighter's moveset, with dashes akin to Celeste, a time-stop akin to Bayonetta's Witch Time, reckless abandon and combo expression akin to DMC, and an overall vibe that'll remind you of Sonic and Megaman!
Advent NEON's got a focus on easy to learn but hard to master gameplay. It'll feel fun to move around and throw out punches from the get-go, but truly skilled players will be able to unleash Neon's maximum power! You'll need to play levels several times over if you want to take that C rank to an S (or even higher) rank!
Want in? Click below to check out the demo or the Kickstarter!
Click here to go to the Kickstarter campaign!

Or click here to try the demo out for yourself!
Two reasons! First, the final game will be a downloaded paid game. The web demo only served to give more people a taste of the game.
Second, the web version of the game is a port. Ports for games are actually incredibly hard to properly make, despite being the same game. For me to maintain the web version of Advent NEON would be like developing the same game twice.
If you guys find any particularly gamebreaking bugs, please let me know! I may put out more hotfixes. However, for the next month or so, I'm going to try to focus on adding the third actual level and second boss to the game in a pretty significant update. (Also trying to make more not-pixel art for the game. Neon's in need of a new render or two)
Not sure how much of it I can get done within that timeframe, but I hope you guys enjoy the current demo in the meantime!
Thanks for everything! The contribution absolutely means a lot to me. I'm glad other input options are working with the game, too! Everything's designed by me, from the artstyle to the code to the music, so I'm glad you're enjoying all of it.
And I wholly intended the game to allow you to button mash at first to get by, and still (hopefully!) be pretty fun, but for your potential as a player to go up exponentially once you start getting used to controlling Neon. Glad that's working out too!
Thanks a ton for the feedback! I'll look into this, but if you can provide more details, such as what level this was on and what you tried to do before getting onto the wall, it would help a lot!
Normally, you should be able to cancel your wall slide by pressing away from the wall or pressing down, as well as jumping, attacking or dashing in the direction away from it. So if you're stuck that's definitely a serious, yet rare problem, as it's the first I've heard of it, myself!
Thanks dude! I'm glad there seems to be a positive consensus about the demo! I definitely spent a lot of time making sure the game doesn't break based on what you throw at it, so I'm also looking forward to seeing how it goes from here!
Also if you haven't tried it, keyboard controls can be remapped if they felt a bit too unweildy at first!
Thank you!! Yeah it's taken a lot of dedication to be able to do literally everything that isn't the tile set (which you can find here: https://ansimuz.itch.io/warped-city); I definitely plan on taking Neon and this game as far as they can possibly go!