Fun little game, I enjoyed this quite a lot. The controls were responsive and tight and shooting enemies felt good! The music had a nice perk to it and really enhanced the game for me. I loved how everything would slow down as your fuel became low, it was slight as hell, but also communicated the imminent need for fuel. Tight logo too, by the way!
A few critiques and suggestions:
I'm not a fan of screenshake being used so excessively in a game like this. I think it makes the game a lot more difficult to read when the action gets dicey. In my opinion gameplay should come before "juice".
Without seeing the code, I can't say for sure, but are the drops completely randomized? Generally I was finding that I had plenty of fuel and didn't need to worry about over-firing too much, but then occasionally I would find that I'd hit a dry spell where the game wasn't dropping anything for me. You might want to play around with a dynamic drop-rate where as your fuel gets lower, enemies have a higher chance of dropping it. (And, correspondingly, if you had high fuel, the game would not shower you in more fuel either)
I think a high score display would have improved the replayability a lot ć¼ even if you just implemented it as a run-time variable that would be blown away after the game was closed. Without knowing whether I've bested my previous score, or came close, your game missed out on a "one more game" drive, I feel.
Again, very solid game. I'd love to give a tuned post-jam rendition of this another spin!