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(6 edits) (+4)

Well off fangame. I've played it for a couple hours at this point, got up to one loop and died on a mines stage, I don't know shit everything but I'll give my thoughts.

I really like how chaotic shit is currently. That's much unlike the PvZ1, it gives a sense of dread a well roguelike does.

Many said the lack of plant slots and I'd have to agree, in the original PvZ you even got up to nine, yowza, I presume the game is based around this fact, there may be a passive that ups the count but here's my thoughts of why such a limit diminishes gameplay:

PvZ is a tactical game, and plants can correspond or intermingle with differing niches, usually as Generators, Power, Defense, Instant, & Support. Well not only that each of those niches are either Weak, Medium, or Heavy in cost/power. This is fine, when assembling a deck you can't have everything. The thing is you need a Generator or you're taking a death sentence, you basically have only 3 slots to choose, this really incentivizes one to just use the same synergy of 3 over and over. If there was a passive giving one slot that'd increase the basically 3 slots to 4, a very marginal increase compared to, say, the extra pill slot.

In my run I took I won multiple rounds with Chad, Hallowed Ground, & Mongo + one other never switching those placements, everything else was lacker. I get that the Actives / Pills are supposed to be the alternatives to this but then I soley never switched my Active.

The fun thing to me about PvZ is seeing your field of immense colours firing all different shot types, with even one extra slot it'd open up wide to synergies which Isaac is known for. Mean PvZ2 had a locked slot with a plant you had to use, and this game has many of the PvZ2 mechanics.

edit: an example of well synergies is when I obtained B. Bob + Multidimensional Baby + Pascal Candle. Using that combo together is very fun, yet I can't add an extra little defense, support, or, say, combining that with a curve to getting a harlequin baby behind that. I saw in a thumbnail on this page that there's likely a passive for an extra slot, but starting the game with one would really make such a difference. Otherwise I just keep using CHAD as defense, spamming it to stop the oncoming horde or to set off Mulliboom.


That one common item that makes babies fart back enemies when they died saved me multiple times, more so then any rare I got, thanks.

Bosses are coolio, the first one is best designed IMO, I don't know what chose you to limit the map so much on the later bosses, considering you have a larger arsenal I wanted to see the pretty colours. However they are a real danger to your chargers at round start as seed drops are complete RNG, since Charger loss is permanent, costing a full rare item for a replenishment of one, this is real unfair.

I've played a couple challenges, and that one with spikes and lil' loki is RNG dependent as hell sheesh I mean it was funny everytime Isaac got dropkicked by his mother NGL.

Other than that uh add more gambling I guess. Isaac without gambling is piss lame, there were multiple slots in PvZ too. Maybe if it was like Bumbo that had gambling I think idk never played it.

edit: Now I think did you replace harlequin with the wiz baby?... I may be missing something but it has it's shots. heinous. I am literally dying.

edit: nevermind harlequinn is in the game it's repeater alt

Does the shovel have a hotkey? With a frantic game like this that's advised. I don't think the pills do either? Those need a slight rework, as some others suggested.

This game also doesn't have indications of health on base enemies like in PvZ where limbs popped off, such a thing can tell the player how much more they have to support a lane early game. Even something simple like colour change gradient when they're just about to die.

Shovel hotkey is Q, IIRC. Also space is fast-forward.