Goat Format had stuff similar to this so I guess I just transfered it to Edison Format. Some variations of this do exist, but they're more inclinded to use stall burn instead, which is lame and takes the aggro out of this deck to just sit on advantage and burn. This variation just wants to stack as much damage as humanly possible through a great combination of effects, burn, and punching power.
Unlike some versions we can't really abuse stuff like Panda + Ojama Trio due to many meta decks relying on potentially using the Ojama tokens for big special summons (and it's at 1, amazingly) so no Panda and one Ojama copy, mostly for later game or to brick up the field in order to combo into Just Deserts and stuff. The base of the deck is instead around Koala due to doing stupid amounts of damage and being a pretty great wall by his lonesome, of which it's been really useful in doing so in testing as a reliable set; it's kinda funny how much people sleep on the card despite it having some really great utility. It can be used for:
1. Set into big burn (generally 1/2k depending on hand size and if they can even beat over it with whatever is attacking, usually not so if for a blind normal summon + attack)
2. Play as wall
3. As a low-threat poker with a chainable Moon to redo the effects
4. As a Rescue Cat target for potential level 6 Synchro + higher
etc
Spy's another thing borrowed from Goat Format and it's just as good if not better here given Decendent is around for easy and solid removal, using prio in order to be able to act as removal that can bypass other removal effects. Despite the weird synergy in this kind of deck it's actually worked really well in mixing things up and getting monsters on the field as soon as possible. Guard is a good alternative and his bouncing is remarkably potent on a lot of boss monsters in the format.
For the aggro it comes mostly from the mix of big statlines from Gorilla/Cyber/Gorz/Nurse and co with the boost from Rescue Cat and the Nimble/Ryko duo or Koala being able to keep the monster flow going. The Airbellum copies are of course great as beaters/tuners to boot.
Spells are kept to generally basic stuff, mostly ways to destroy or run through deck faster. Side deck includes Necrovalley and Commandment in case it's needed to either get the Gravekeepers a boost and/or block graveyard heavy combos.
Traps are, again, generally basic, mostly designed around being things that you can either chain around or for general battle protection. Obviously this is where the big damage comes from and it generally causes the most issues for a first game.
Side deck is essential because most decks tend to run Royal Decree as a anti-trap option (especially heavy combo-focused plays) which can be a fair issue for this kind of deck. At that point I usually change things up by adding splashers in Giant Rat and Injection Lily as a nasty combo that is hard to predict accurately and settling more for general damage instead while they're busy trying to play around the burn issue. Starlight Road was a considered option, but seeing as you aren't really sitting on backrow you want to protect, I couldn't really see it as something to use here, through it can definitely be useful if this is made slower with more field control and the like.