#gamedev update--
I started this project as a "let's learn Godot" project while I was jobsearching, and as it became more and more obvious that the market was in way too weird a position for someone like to me to find something easily (definitely not junior, but an eclectic enough background that I think people don't know what to make of me sometimes), I began to explore.
I had this idea for a bullet-hell but if you touched enemies it turned in to a turn-based RPG battle, and I explored it as best I could.
But I think what I've found was, I've long since passed the scale of complexity with this idea that I could finish as a solo dev.
I think there's a ton of potential here, but I'm feeling stuck. I think in order to move forward and ship -something- (an increasingly common application requirement) I need to cut the innovative stuff and just put out a fun little minimalist roguelike bullethell and call it a day.
fedi gamedevs, any thoughts about this? I've been too deep in the weeds for too long.