Hi gang! I wrote Dungeon Typist, which by the way, would love your review. :D It's a combination of touch typing and 3D roguelike dungeon crawling action.

What Went Right
I got extremely lucky. Just a week prior I was experimenting with regl, and had built a rudimentary minecraft-like renderer (WASD controls to move). I didn't feel great about my odds of finishing something, but it seemed like a good opportunity to learn more about regl and WebGL, and to build out more components of this hypothetical voxel engine. So off I went!
I also had the benefit of having very strong Javascript fundamentals. I know a ton of useful npm modules, which sped things along considerably. Especially the dungeon-generator module, which saved me tons of time in not needing to write a generator from scratch.
Another benefit: I had written nano-ecs a couple of years ago, which served as a great base for the gameplay logic.
A search on opengameart.org helped me find this DawnLike roguelike tileset. Wow. This was perfect for the look & feel I was going for.
I don't think I'd have gotten anywhere near so far without all of these pieces conveniently in place from both my and others' prior efforts. Thanks y'all!
In terms of development, I went with familiar tools: vim for editing, and budo for rapid JS prototyping. Thanks to browserify for what's going on underneath that! It's helpful devs all the way down!
Beyond that, I mostly got lucky that my gameplay idea worked: turns out typing letters and having them shoot out of you at enemies is pretty delightful! The rest was dealing with coordinate space & vector math bugs of my own making, applying well-established roguelike gameplay concepts, and lots of testing and tweaking. Deploying the final game was easy: just a directory of static HTML and JS files!
Lastly, thanks to the folks who watched my live stream and had useful suggestions and feedback! It was my first time live streaming my dev, and that part definitely went right. :)
What Went Wrong
I found out about the LD by mistake on Saturday morning, so I lost a bit of time. Still, I'm pleased I could scramble something together and that I had the free weekend handy.
Not much went wrong! Some things took longer than expected, like the static voxel lighting or the particle effects or getting the letters to "stick" to the enemies. Stuff that I chalk up to not having done 3D graphics or 3D vector/matrix math in a while. Oh, and using 1 or 2 source files for the whole game didn't pan out too well. ;)
I probably worried more than I needed to. About finishing on time. About getting in as much content as I wanted (I didn't). There's sooo much cool stuff in the DawnLike tileset that I wanted to integrate but didn't have time. An inventory system and multiple weapons and more mobs would have been awesome! But alas. The upshot is that I'm jazzed to continue working on this game post-jam. I think it's a cool basis for a roguelike and I'm eager to pursue it.
Thanks!
I'm feeling just really grateful for the fun and experience of doing this jam. I felt a really good connection with the LD community, and it was fun rooting on others in their frantic gamedevving in the eleventh hour. I learned a lot in making Dungeon Typist, and I feel more back-into-gamedev than I have for several years. Cheers to @PoV for running LD once again!
Until next time! -- noffle
Oh yeah, rate my game here pretty please: https://ldjam.com/events/ludum-dare/41/dungeon-typist/