▸ DOSSIER 06 / 06 :: BRIEFING
HELLBOUND
Necromancer survivor (Phaser 4)
A bullet-heaven roguelike where you play a necromancer. When a hit lands, you feel it.
GAMEDEVACTIVE2026-04 → en cours
- CODENAME
- HELLBOUND
- DOMAIN
- GAMEDEV
- PERIOD
- 2026-04 → en cours
- STATUS
- ACTIVE
- STACK#
- 4 TOOLS
- SIGNAL
- 4/5
// dossier #006 · hellbound
§ 01 ::
KEY METRICS
ENGINE
PHASER 4
PATTERN
STRATEGY
COMMITS
76
§ 02 ::
MISSION LOG · OPERATOR NOTE
▸ TRANSCRIPT— c.devif
« First real game. The juice costs as much time as the gameplay — and that's exactly how it should be. »
§ 03 ::
DETAILED BRIEFING
Survivor-like in Phaser 4 and strict TypeScript. Strategy pattern across three axes (minions / enemies / weapons), one file per variant — no god-class with a 400-line switch. The point isn't in the tags: hit pause, trauma-model screen shake, damage numbers, emitter pool, jsfxr synth audio. A feature without its visual and audio feedback is a bug with a polite name.
§ 04 ::
KEY POINTS
- [01]Strategy pattern across 3 axes: minions, enemies, weapons
- [02]Polish & juice: hit pause, trauma shake, damage numbers, particles
- [03]Procedural jsfxr synth audio
- [04]Strict TypeScript, rigorous gameplay tests
§ 05 ::
STACK · 4 TOOLS
- Phaser 4
- TypeScript strict
- Strategy pattern
- jsfxr
§ 06 ::
ACCESS · SIGNAL
MISSION SIGNAL
4 / 5
▸ HIGH PRIORITY · ACTIVE INVESTMENT
ACCESS
▸ NO PUBLIC REPO FOR THIS MISSION
// fin de la fiche hellbound