Ever since I was a little kid and had my first Nintendo, it was my dream to make a Bullet Hell Roguelike Deckbuilder with slot-machine progression systems.
Game programmer, designer, director; retired quadball player; antimeme; radical descriptivist; antilabel; Moose;
Working at Muse Games. Directed Embr, worked on Wildmender and Guns of Icarus, Making new secret stuffs
Opinions are everyone else's
Ever since I was a little kid and had my first Nintendo, it was my dream to make a Bullet Hell Roguelike Deckbuilder with slot-machine progression systems.