Oh sure!! my discord is the same as my username here!
hyenaheartbeats
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Hello all! This is my second ever jam. My background is mostly in web dev and server-side software, but I am a big fan of danmaku (my fav is Gundemonium!) and I have experience using phaser for game dev! My intention for this gamejam is to fully apply the work and learning I've done so far in making a bullet system for phaser.
I'm looking to team up with an artist and a composer. I am based in EST (but my sleep schedule is a little lopsided at the moment) and speak English. I am only looking to work with people 18+.
Thank you all ^^
After sending a few runs of this, I wanted to leave my thoughts.
First off, the good. RNG never seems like an issue, which is a really hard one to get right for roguelike devs. Here, the randomness seems really well thought out and balanced. I never once thought that RNG was what screwed me out of a run, only my own approach to battles. This is really hard to get right, and I'm pleasantly surprised this game gets it right! Another good point is the general design of the game, and how everything is changed to fit the idea of a singleplayer toontown. Each gag effect, the way battles work, it all feels genuinely like toontown.
There is a number of bad points though. The first is that, like actual toontown, the platforming feels bad. Secondly is run time: even if you can save and continue, runs being an hour+ or even two hours on average isn't something that I would want out of a roguelike; the best games in the genre are succinct and have an average run time of half an hour. But most importantly is the total, absolute lack of information conveyance. It's not 2011. You're not making TBoI. Tell me what the items do. Tell me what the status effects do. I shouldn't have to look at an out of date google sheet or join a public discord server to get half-wrong information. This one is the worst aspect of the game.
