It would be nice to see it in context. Improving it as a stand-alone piece might make it worse as a background in your game.
I think the background feels a bit flat, because everything has the same level of detail, and the same scale. The buildings further away should be "hazier", but that doesn't mean just closer to the sky in colour. It also means the details should be less visible. They should probably also be smaller than the foreground buildings.
The buildings closer to us should probably be closer to their "real" colours, rather than merely darker. I'd hue-shift them a little warmer/redder instead of keeping them blue, and perhaps add a little bit of hue and saturation variation (e.g. have some of the closer buildings be greyer, yellower, etc than others).
I haven't tried the game, but I dig the concept! I worry that the drunk distortion might make the small/thin details in the background read like noise though. Make sure to preview it with those effects before you commit to the details.