can we have a missed money counter at the end of each chapter? a friend of mine keeps missing money and i find this hilarious.
The Binding of Isaac fangame, heavily inspired by Plants vs. Zombies · By
Another suggestion, a little tweak to rebalance the enemies in game.
1. The sperm whales should be susceptible to status effects such as knock back, chill, or possibly poison. The health is fine and the speed is kinda mediocre since they're kinda fast while immune to ground damage, since most of the babies are targeting an enemy and had to sacrifice for some babies for it leave.
2. The red boom fly should have its speed tone down a bit or the hp, it'll just fly over your defense without taking damage.
Adding more things that can be different between runs could be nice, cause the replayability is a bit lacking for a roguelike. Things like alt-floors or just alternative enemies, different sets of starting babies instead of always starting with the same few (maybe have the different characters from Isaac with different starting babies each?), and maybe some variance to the boss fights, like different arenas or attack patterns. Basically just more stuff that you'll see in one run that you might not see in another, especially in the early game
My few ideas after playing the game (and still going)
1. Soul Hearts and Blue Baby - What if soul hearts are temporary hearts which gradually goes down and you can only get them from enemies just like coins, which are used first for the babies, and a character like blue baby would be nice with this mechanic he can't use red hearts and Little C.H.A.D. and red hearts that drops will turn into a soul heart instead, but he gets double the soul hearts.
2. XL Room - What if just like in The Binding Of Isaac there's a chance to get an XL Room but instead of forcefully making you stay there you can choose whether you want a normal room or the XL Room and it will have a bigger room but uses 2 rooms and you get to choose 2 rewards instead of 1.
3. Hidden Rooms and Shop - What if every floor has a chance to have a hidden room which gives you a few coins or a shop which will activate after the level and you can click on him if you want to see what babies he's offering or sell the babies you have.
4. Devil Deals and Angel Room - What if you don't lose any of your babies (except in the boss room) and you get an angel room or devil deal and you can use the shovel on the babies that you think might die which will not count as losing a baby so that it's a bit more possible, and once you finish the boss instead of the normal items you get an angel room item or devil deal.
5. Pills - I know pills is already in the game but what if pills work for enemies if you give a slow pill on an enemy (except the boss) he would go faster and a speed pill would make him slower and a power pill would make him have less attack and a full health pill would make him more vulnerable.
Few more pills:
1. Bad Gas (Good Pill) - Baby (Knocks back the enemy in front of him) / Enemy (Poisons the enemy including the boss)
2. Bad Trip (Bad Pill) - Baby (Half's the health of the baby) / Enemy (Fully Heals the enemy except the boss)
3. Telepill (Bad Pill) - Baby or Enemy (Teleports to a random area except the boss)
4. Paralysis (Bad/Good Pill) - Baby or Enemy (Paralyze enemies or babies except the boss but better than freeze because it would work for stone enemies)
Oh yeah the feature I'd like more than anything right now co-op
6. Co-op Mode - What if you add a co-op mode. Players would share coins and hearts but the main player (host) controls the active item and the pills (possibly also cards) and half of the babies while the other player only controls the other half of the babies, and the players get to choose which passive items they want by buying the item first.
7. The Lost - He doesn't use any hearts and heart producers, but has no chargers (but instantly kills the first enemy and can be recharged after the boss) and all babies have a longer cool down depending on its original price.
Just few of my thoughts maybe it's good, maybe it's not, I just can't wait to see what the game will have.
First thing I'd like to see changed is that stop watch should also slow down all enemies' movement by 10~15%, because it's very underpowered for a tier 2 item rn, also, I had an idea for pinking shears as an active item, the idea is that you can use pinking shears in one of your placed babies, which will cut their head off, and then you can place the head somewhere else but the body will stay there, and the head will still act like the normal baby but the body will act like a defensive cube of meat, I feel like it'd be useful because you wouldn't have to bring cube of meat with you anymore
I don't know if you take baby suggestions, but i'll repost the ones i did in another topic
Seraphim: 200 ♥, Shoots high damage homing tears at a slow pace, Seraphim tears are slower than other tears.
Strawman: 225 ♥. Shoots in 3 directions, NOT LANES.
Rotten Baby: 150 ♥. Shoots a friendly fly. Unlock: Let a friendly fly kill an enemy,
Water Baby: 125 ♥. Shoots slightly faster than Brother Bobby, explodes in a tear ring when killed.
-0- baby: 350 ♥. Immune to any type of damage, immobile by Hardy, Unfreezable, dies after10 seconds. Unlock: Loop 4 times.
Butthole Baby: 150 ♥. Shoots poop tears that have a chance to poison enemies.
Bloodsucker Baby: 200 ♥. Shoots red tears, when it kills an enemy it makes it drop a small heart. Unlock: Beat a level using only Fork + Spike Baby as a heart producing method.
Boss Baby: 150 ♥. Does extra damage the more health an enemy has. Unlock: Beat all bosses at least 3 times.
Pubic Baby: 100 ♥. Same as Brother Bobby but has extra hp
Freaky Baby: 175 ♥. A Chomper like baby, instead of insta killing an enemy, it does high dps in short range.
Eyeless Baby: 150 ♥. Shoots a short range creep trail at enemies.
Cracked Infamy Baby: 150 ♥. Resists a fatal attack, removing it's mask permanently unless Full Healed or Power Pilled, Alternates between a normal tear and a blood tear with extra damage. Unlock: Kill a masked mulligan without removing its mask.
I think adding more babies and enemies into the game, or a new floor, for example a new floor could be in the burning basement or cellar, and the enemies that spawn there are the walking spider sack, flaming fatty, and scatter mulliboom which explodes in a cross formation but is slower than mulliboom, and the special effect for the burning basement could be like falling explosive barrels which explode in a 3 by 3 which target randomly on the map, and on the cellar a spider web comes down and places some spider sacks which spawn spiders at an interval of 0.5 seconds on land to 0.3 after, and both stages could have a cool boss fight like a double fight with lil loki and little horn which has two boss ai but have the boss hp shared together, you can do what you want with their ai, but please just add spider s and spider sacks
I think that there should be an increase in amount of babies/towers you can use to at least 6. For me the game feels too simple as there is very little different synergies you can do when you're limited to just 4. Especially when 2 of those slots are usually gonna be taken up by little chad and a defensive thing like cube of meat that just leaves you with 2 slots for damage/support where the real fun is. One synergy that I found really cool was how Pegasus can shoot out the fire of Paschal Candle and Freezer Baby's ice tear melts when shooting through it. Having to think about the ups and downs with certain decisions is what makes a game like Isaac fun. Maybe it is just me but with Isaac I think of having many different synergies with different things you get along the run and being limited to so few towers makes me feel like there's not much you can do.
hey nice to meet ya, i just played your game and it is fantastic, but i feel like instead to have to click in each and every heart maybe a config that allowed to be picked up by passing the cursor over it? but other than that i liked very much the game, i honestly desire the best for this project (maybe a poop familiar to honor our dear edmund?)
add an option to pick ur ui u wanna have! with options such as:
Compressed: basically loop 1 ui (limits will be signified like this: amount/limit) (has to be unlocked by beating loop 1)
Contained: basically loop 2 and onward ui (if the amount u have is more than the bar signifies then an eternal heart will be placed at the end to signify that exact thing) (has to be unlocked by beating loop 1)
Auto: loop 1 has compressed ui while loop 2 onward has contained ui (default and doesnt have to be unlocked)
I've got some idea about new babies:
Quints Baby:125♥Throws black tears, when this kills a enemy, place a new Quints Baby at the place that enemy died.
Blood Leech:175♥ instantly kill a enemy in front of it, then it will start its attack CD, produces hearts when the CD finishes.
(combined Chomper and Toadstool)
Halo of Flies:125♥ just like the"pumpkin", has 3 flies instead of 2, has the same HP as Cube of Meat, can be placed on a baby,
enemies attacking this baby will damage Halo of Flies first.For its sprite, Halo of Flies loses its flies while becoming lower in HP.
Punching Bag:125♥attract enemies from adjacent tiles covering the 1x3 (vertical) area in front of the tile where it was placed in lane, has the same HP as Cube of Meat
Big Chubby:125♥releases attacks which looks like Little Chubby, when damaged by anything possible, begin rushing down the lane.Just like the Guacodile in PVZ2 does.
Globin Baby:100♥ Has only the half HP as Cube of Meat,but leaves a pile of flesh after being killed by an enemy, enemies won't try to attack the flesh, the flesh will became a Globin Baby with full HP in several seconds.
Holy Water:75♥ instantly does a 3x3 damage when touched by an enemy, then disappears and leaves water on its own tile, the water remains several seconds before it disappears, deals extremely high damage to enemies step on it.(Just like Lava Guava)
Big Fan:125♥ Appears to be more larger than other babies, has more HP than Cube of Meat. Flying enemies can't fly over it.
Ball of Bandages: 25♥ Produces 25♥ at the first time, becomes a Bandage Girl which produces 50♥ after that.After 5 of the 50♥ produced, became a Super Bandage Girl which produces 75♥.
God's Flesh: 75♥ instantly shrinks enemies in 3x3 area, halves their HP and makes heavy enemies be able to being knocked back with farts or Pagasus.
Jacob's lil' Ladder:125♥ behaves like Lightning Reed in PVZ2.
I love this game and maybe you can add my suggestions (if you want to). First I forgot that robo baby doesnt exist in I rule so maybe you can add him but not cheap because when he shots then a whole lane is damaged. Second some random bosses evey floor (for example the first floor would be mega plum or a new/returning boss). Third more enemies. And lastly more achievements (like putting out crispy baby with pegasus). I hope that you like my suggestions
Hello there! This game is really awesome!
And also I would like to leave some feedback!
Actually, when you have seen every baby in the run, they stop appearing, making you lost some good options forever.
Also, this makes the D6 kinda unuseful, because you may be loosing the babies you rerolled forever (HAVEN'T TESTED THIS).
It would be so nice, that once you have seen every baby in the run, the options that you haven't chosen start appearing again ^^
Assuming that you're not gonna go the route where you add unique music to this amazing game of yours, might I add that some Legend of Bumbo tracks hit hard?
Also, what if, putting a new Cube of Meat onto an already placed (undamaged) Cube of Meat upgrades them like in the original game? Maybe to balance it out, doing so will cause the Cube of Meat card to become more expensive and have longer cooldowns for the rest of the room? Upgrading a single Cube of Meat to level 2 will make the card more expensive. Leveling up any Cube of Meat to level 3 will make the card more expensive for the rest of the room and so on and so forth. When you upgrade a Cube of Meat, the card does not spawn upgraded Cubes of Meat when used afterward, just a normal level 1 Cube of Meat. Maybe it can be an upgrade unlock? Like... you can't upgrade them until you get 'this specific' achievement for example?
I would like some way of incorporating the Seven Deadly Sins as minibosses that have a chance of appearing on any non-boss stage. In my idea, they all move one tile per 8 seconds (except for Lust) and take 30 hits from Brother Bobby to be killed:
Pride: Sometimes fires four diagonal beams that need to hit a non-defensive baby twice to kill it. Also spawns a troll bomb, at a random tile occupied by a baby, that explodes like a Mulliboom attacking (which includes affecting an area around the baby).
Envy: Takes 27 hits instead of 30. Upon death, splits into 2 smaller copies on adjacent rows with one third of the splitting Envy's max health (9). Those 2 smaller copies can split again (3). If Envy is on the highest or lowest row, one of the copies will be on the same row.
Greed: Sometimes spawns a Hopper and shoots a spread of 3 tears (like every 5 seconds) when a baby is 3 tiles or less away from Greed. Each hit on a baby makes you lose 2 pennies, but only one penny drops on the ground.
Wrath: Throws a bomb (like every 5 seconds) at a baby if it is 3 tiles or less away from Wrath. Like a Mr. Shy, Wrath cannot deal contact damage.
Gluttony: Shoots 8 tears in both cardinal and diagonal directions. Can also shoot a Brimstone beam at a baby no matter the distance, but it only attempts to fire like once every 8 seconds and needs to charge for 4 seconds before firing the beam, a process which can be cancelled by freezing Gluttony or a charmed enemy attacking Gluttony.
Lust: Moves one tile every 2 seconds and poisons babies in contact.
Sloth: Acts like a Gurgle, but shoots more often and sometimes summons a Maggot.
I have 3
1. please make it so that the worms pop up sometimes you can really deal with them any other way other than explosions and cube of meat
2. The fucking stone charger things are horrible to go against unless your spamming explosions they charge and there goes your whole lane
3. I would like to be able to use more than 4 babies technically only 3 because of little chad unless you have backpack then its 4 theres so many babies I want to use but i can't because i can only have 3 and it stays the same the whole run because my lineup works
thats it despite me looking like im complaining im actually super impressed with this game i thought it would of been a pvz ripoff just the plant models are replaced with with the babies models but everything in this game is new and its easy to understand and play not to mention its free very good job
new baby idea: lil brimstone
oh also another thing that would be pretty nice is having a collection for enemies too.
Great game! My suggestion is to add a Meta-upgrade using the Zodiacs/Planetarium items that you could bring into the run. The Zodiacs would be basic stat ups for towers and just increase viability at no downside, but the planetariums would either focus on specific synergy on a tower or give a niche mechanic.
Here are what I would put as such upgrades:
Aquarius: All Towers shoot faster/produce faster.
Aries: Spikes deal more damage.
Cancer: All Towers have more durability.
Capricorn: All Towers get a slight boost to all stats.
Gemini: All Charmed enemies have increased stats.
Leo: All Obstacles take more damage.
Libra: All charge times are slightly decreased.
Pisces: All enemies are slightly slower.
Sagittarius: All projectiles can pierce twice as many enemies than normal.
Scorpio: All Towers deal less damage, but deal more damage for each time they shoot.
Taurus: All Towers shoot slower, but shoot faster for each time they shoot.
Virgo: All Towers have less durability, but enter with a Shield.
These are just my opinions, and Im not too concerned with balancing, Its not like Im making the game. Even if they don't make it in, I still like the game for what it is.
Keep it going man!
new challenge idea: rpg / the friends you make along the way
Is it possible to make the game and THE INSTALLER APP (that you made just recently) compatible with x84 version of Windows? I own just a smol potato PC :S
Also adding some sort of bestiary that shows the stats and descriptions of what exactly each thing does would be helpful. For example |what exactly this pill does?" or "what is the damage of this baby? or health?" "what this enemy does?" "what this item affects exactly?" and such. You can make it unlockable if you want.
hello, I would like this for the next patch: that the options are in a different menu than the initial menu (along with new options such as resolution, music volume and effects that interact with a bar instead of clicking where you want and finally an option to enlarge or minimize the HUD), that when you buy the items at the end of the boss it is with a store setting and you can interact with its environment, and the translation of the game into Spanish (they must do it as soon as possible since if a lot is added content to translate it, it will be hell).
I was thinking about how to do the alt floors and i thought about a level selection / progression like Slay the Spire or Inscryption, where you choose your path, i think that could give this game a new level of depth that would be perfect, and it would fit nicely with the Isaac theme, maybe you can put angel and devil deals in this choose your own path style gameplay ( i dont know how that way of selecting levels is called xD)
English is not my main language so sorry for all the gramatical and logical errors.
I've noticed that when I try to full screen on my computer it gets a little glitchy and stuff
besides that the only suggestion I have is the addition of a brimstone baby or lil monstro, I would like to see your takes on them for how they would work in a game like this (my idea is similar to citron from pvz2 for little monstro and maybe the coconut canon sort of mechanics for brimstone baby)
I think, what would be nice if after first loop and in hardmode we have +1 extra slot for babies.
Also I have an idea about "Horn Baby" which will be like a pit, and when enemy step on it, from pit will be spawn Big Horn's hand which take monster to the hell.
Oh, and I support idea about "Bloody Puppy" chargers, but maybe you realization it a bit different way.
add an alternate boss to Baby Plum that is set in the blue room, example: greasy blue.
mechanics: it moves inside its giant blue bagoneta where it joins or merges with it, attack 1: from there it will attack by opening its stomach and launching a whip of entrails. attack 2: will open his mouth to come out: a circle of Hush flies that last for a single tear / a blue yawn / blue boil (will summon a Hush fly every so often).
example:
A button to completely freeze the game, I do not mean the pause button, I mean actually that there should be a button to stop to everything happening in the game in order to consider a next move.
Endless mode in PvZ was always so frustrating because so much would happen at once and once one single lane got breached, I could never repair it in time and that would put an end to my runs. This, similarly, would benefit from a feature that just lets you freeze everything in case something goes terribly awry.
With that said, it does not need to be built directly into the gameplay, it could be an item that you can purchase, I would definitely buy it.
some challenge ideas
Alright if you have played pvz 1 you probably remember I.zombie, ya that's the whole challenge and if people like it enough you could possible make it a game mode. if you have never played I.zombie basically the roles are switch, in this challenge you would control the monsters trying to get into Issacs house.
"Backasswards", if you played Tboi you could probably guess what this is. You will start at Ark 3/the boss fight and when you win you will go up a floor, losing a baby each time you go up and losing an item/s when you kill a boss.
"Inflation", make all heart income haled or make everything cost 2x more. and if this is still to easy, make the falling heart not appear so your only heart production is from your chads
"Get active", you get a set of 4 active items, but you have no babys so you have to survive using only those active items. You can make it so they have half cooldown or you can choose what items you get, idk
"Pitch Black", basically everything is really dark and you can't see the enemies but you can use crispy baby, paschal candle, or anything that's on fire to provide light
"you heartless bitch", it uses the hard mode system of hearts, and you have to get to 40 hearts total before you die, and the wave you are in is endless and ramps up in difficulty.
"attack on titan", there's one huge fatty/stoner, like if you use mega mush, that's how big it would be, you have to select a team that can kill it before it can make it to the end, it can stomp on baby, killing it , and it can be hit from any row.
¡Hey! I think adding a warning when you're going to play without a heart generator is one thing that would be cool. It has happened to me several times that I didn't realize it and lost a game because I didn't play little chad. Pvz has that system, basically a "are you sure you want to play without a sun generator?" and helps avoid these problems, which hurt especially when you are very late in the game.
Maybe make Schoolbag a guaranteed spawn on like, the second shop or something? Without it, runs get a lil boring, but with it, it's too powerful early on. Some way to theoretically be able to get it would be really nice. Also, add Robo-Baby! Slow firing, basic damage piercing beam for 200 hearts. One isn't enough to take out an entire enemy on its own, but it hits everything in the row (it it can). Also, you could have Robo-Baby 2.0 in the shop as a phantom Robo-Baby behind your other babies that can be moved up and down minecart style.
I have some baby ideas (I haven't 100% the game yet, so if some of these are already in, then I apologize in advance)...
Lil' Monstro: Very slow attack speed with short-range; however, it shoots in its lane and two adjacent ones.
Robo-Baby: Fast speed, low damage; damages all enemies in its row.
Seraphim: Great damage and homing; it becomes invulnerable when enemies get close to it; however, it also stops attacking in this state.
Lil' Gurdy: Works like bowling walnuts.
Fat Protector: Slightly less health than Cube of Meat; however, it is able to stop the red fly enemies (I don't know its name).
Sister Maggy: Works like B. Bobby; however, it is slower, does less damage, but it gives small hearts every few minutes.
Rotten Baby: Shoots charmed flies :>
Little Gish: Low damage and shot speed; however, it slows enemies down for a longer period of time.
I also have some item ideas, but I'll stop here for today.
I have suggestions for the game, suggestions from two babies and a challenge
The parasite is an active TBOI item that could be a baby that when hitting an enemy the shot could separate to two other lines, or it could be diagonals
lil haunt could be a continuous area damage baby different from deserter , lil haunt could have a 3x3 area or like demon baby
And I just have to say about the challenge, in pvz there is a mini game called "Column Like You See 'Em" that when placing a unit in a line the other adjacent lines would also be positioned the same unit, however this challenge could be different as for example the original unit on dying the entire line will also be gone , this challenge could be named after one of the TBOI active items called quints.
Well these are just some suggestions for new babies and a challenge.
1.Add the background of the shop,with a keeper sitting in the middle.
2.Donation machine
3.More boss and scene please!!!! I was bored with the three bosses and the scene
4.tarot cards
5.bomb.Gain it with killing bottlegreen elite monsters.You can only bring 3 ones(Second loop and third loop is 2 ones and 1 ones).It takes a few second to blast.
6,greed mode:At first,you have 30s or 60s to set up your formation.There is a button above the screen,you can press it to open the shop, a reroll machine is nearby.After 30s or 60s,spawn wave of monsters every few seconds,10 waves or 12 waves.you can gain bombs through killing bottle green elite monsters.You cannot press shop button in a fight. You have to kill a little boss(you design).When you finish,a trap door and a red button appears,you can buy items(Capable of blowing up machines with bombs to reroll),challedge the enhanced boss to go to devil room to buy items with your babies.and then go to the next stage.8 stages in total.The final boss Extra greed is in the eighth stage.
1. Button to pick up last used babies with one click on next stage babies selection.
2. Ability to place pills on monsters. Both, on own spawned/friendly, and on enemies.
3. A way to see pills name on hover while on the ground, IF player already tried one and knows the effect.
4. 4 baby slots are fine, School Bag is good, but 1 more extra slot with some sacrifice mechanic would be useful. (like with Poop achievement, player would need to do some continuous actions to get this 1 slot)
5. Keys binding change ability and keys for pills slots(say z-x-c-v by default)
6. PHD item lower price or buff, say each pill can be used twice.
Item:
1.finger
Your cursor can deal damage constantly when get that close to an enemy(the damage is low)
2.the virus
Poison enemies that bit babies
3.The Necronomicon
Cause entire screen damage
4.the magnet
Automatic colletion of coins
5.the hourglass
Slow down the speed of all enemies
6.mom's bottle of pills
Give you a random pill
7.blood right
Cost 100 heart to deal damage to all enemies
8.the jar
Store hearts
9.c plan
Disposable.Kill entire enemies and babies
10.backstabbler
Deal more damage to hit the back of enemies
The Black Bean = too pricey for such situational effect, especially as it's only for close placement and effects only once per baby. Either needs lower(33) price or other mechanic of use, say farting attack for defensive babies(then 99 price justified)
Wind-Up Key = who would want to use that, when chargers are super valuable?! I propose change: one use per level, manual launch of 1 charger, and next level charger would be back on its place.
I think, for the mobile version, it'd be a good idea to have a "tap, tap confirmation" system for things like menu options, and getting new babies and shop items. On PC, you can just hover over items to see the descriptions, but you can't quite do that on mobile. Perhaps have it to where you have to tap on an option once and then tap on it again to confirm that that is the option you wish to select.
I introduced my mother to this game after I learned of a mobile version, and this was one of her gripes, and I can see the problem behind it as well.
Why not make it so that, jugging on what floor your on, 1 of 3 boss can be chosen for that floors boss fight? To keep things Issic like and to mix things up. Say floor one might have you fight Plum, or The Duke of Flys, or Pestilence.Of course an idea like this would take a while but, at least it'll be really cool. Well, that's what I suspect.
ok so when i saw challenge called "Shape shifter" i thought that this will be something like unmatchable but only one baby that you can move around and change this baby to other scrolling mouse wheel but thats some tetris thing. SO i would like to see challenge like this (i hope yo get what i ment cuz english isn't really language that i can use to write things correctly.... sorry if grammar is bad too)
First off, I'm really enjoying the game. It's great. However, I feel like the heart limit in latter loops really limits the potential for new babies and think that it should be changed somehow.
Secondly, while I do think that limiting the baby pool so that any babies that you've seen before can never show up again is fine in theory items like the D6 and More Options practically become a disadvantage by making it so you get less babies in the long run. I'd suggest either changing how this mechanic work or making More Options into a tier 2 item that also allows you to pick babies that you've already seen a second time.
Haven't read the entire thread so maybe someone already suggested similar stuff but here's my baby suggestions:
Blaster Baby: Works like the Cob Cannon from pvz1, very expensive, looks like the Blaster enemy from isaac. Charges with a bomb fly after some time which you can shoot whenever and wherever you want.
Big Fan: A defensive baby that can fly upwards and prevent enemies from flying over it, not much to it.
Lil' Swarm: A swarm of flies that works like the pumpkin from pvz, it can be placed on top of other babies to protect them and comes with 10-12 flies. Each time it gets damaged a fly get's removed. Whener x amount (this'd need to be balanced well) of enemies die an extra fly is added. Could also add the swarm's blue fly mechanic to it and make it so the flies turn blue and deal damage too? Would depend on cost.
Intruder: Works like a threepeater from pvz but shoots twice in its own lane. Alterntively, instead of the double shot, it could have a slowdown effect instead. Would need to be pretty expensive.
Lil' Portal: A limited use baby that can either redirect portals when used in the Ark or spawn its own portals if placed on an empty tile. Enemies that warp through those portals also take some damage.
Bum Friend: Takes coins in exchange for pills. Simple enough, not too good early but should come in handy after you've emptied the shop. This could alternatively be an automatic coin collector.
Dark Bum: Automatically collects hearts that you haven't collected instead of letting them fade out. Spawns attack flies in the lane or pills in exchange. This could alternatively be an automatic heart collector.
Tinytoma: Alternative to the swarm, another pumpkin-like baby. Place on top of other babies, splits as it takes damage, deals damage when it splits and releases attack spiders when each part dies.
Tough Baby: A bumbo with brass knuckles, works like Bonk Choi from pvz2. Could sacrifice the ability to attack backwards for a chance to make an empowered attack with a tough love-like effect.
Hungry Soul: When placed creates a crack on the floor, whenever an enemy steps on the crack the floor opens up and a ghost comes out to bite and deal damage. This could either work like a chomper from pvz equivalent, making it so the ghost has to chew after biting a zombie, or a more original baby that, after placing the first one, any further placements on empty tiles will only place the floor cracks. This'd make it so that the existing baby can move in between floor cracks and attack enemies, the ghost would be immune to most things aside from explosions but there'd be a limited number of them. To add an extra ghost you'll have to place a Hungry Soul on an empty floor crack.
Lil' Ladder: It's the lightning reed from pvz. That's it...
Gello: Places a Vis like baby that shoots out Gello at the nearest enemy and makes the funny whip sfx. The whip has limited range but if it hits an enemy and the enemy doesn't die Gello will hover above them and shoot while following their path. If it kills an enemy it'll just get ready to whip again.
Dirty Baby: A defensive baby that creates dips on adjacent lanes while it's being damaged.
Prism Baby: Similar to multidimensional baby but makes shots that pass through it duplicate to adjacent lanes.
Robo Baby: Shoots piercing technology tears that deal little damage but go through everything. You can stack another Robo Baby on top to make a 2.0 Baby that shoots tech 2 shots, that don't pierce but deal high damage.
Penny Sack: It's a pvz Marigold and creates coins, if you have a free slot this is a good pick.
Lil' Brimstone: Another expensive baby that I feel HAS to be in the game. Charges up a brimstone blast but won't let it loose until you click on it. Simple, deals a lot of damage ticks and pierces everything. The main drawback is recharge time.
Incubus: Imitates the shooting style of the baby directly below it.
Lil' Horsemen: Becomes a headless horseman upon placing. Can change into other horsemen depending on what pill is used on the baby, doesn't get any extra effects from pills. Each horseman shoots different flies (locusts) in the lane.
Options: - Lil' Famine: Requires a speed down pill. Shoots slowing flies.
- Lil' Pestilence: Requires a full health pill. Shoots poison flies.
- Lil' War: Requires a power pill. Shoots exploding flies that deal fire splash damage on adjacent lanes.
- Lil' Death: Requires a percs pill. Shoots death flies that deal heavy damage to a single target.
- Lil' Conquest: Requires a speed up pill. Shoots multiple flies at once on its lane.
- Headless Horseman: Use a speed down or something's wrong pill to return to this version. Shoots regular flies.
Lil' Spewer: Another pill based baby. You can either introduce a creep mechanic or just make it shoot tears, I'll keep it as tears here tho. Starts as regular spewer with brother bobby shots and changes according to pills.
Options: - White Spewer: Requires a speed down pill. Shoots slowing tears on adjacent lanes.
- Green Spewer: Requires a full health pill. Shoots poison tears on current lane.
- Red Spewer: Requires a power pill. Shoots strong red tears on current lane that split into two on adjacent lanes upon hitting an enemy.
- Black Spewer: Requires a percs pill. Shoots splash slow tears on current lane.
- Yellow Spewer: Requires a speed up pill. Shoots number one tears, with high speed but low range.
Clot Baby: A single use baby ala BBF. When placed begins to burst and spawn lil clots until its health runs out. A cheap iption for quickly getting charmed/friendly moving characters.
Succubus: Like Hallowed Ground but increases damage and deals damage to enemies in its range.
Holy Water: Single use baby, turns the tile that it's placed onto into a puddle of water that deals damage to enemies that step on it and can petrify them. Dries out after a while.
Milk: Similar to holy water but can be placed on occupied tiles. Increases the fire rate of babies standing on top of the milk puddle.
Lil'Delirium: Straight up imitater from pvz. Granted battery already exists but it can still find some use. Turns into a duplicate baby card.
Worm Friend: Works similar to Hungry Soul. Pops out of the ground and slows/immobilizes and damages a single target that stepped on it. Can be eaten while it's dealing damage.
Kicking Baby: Kicks cube babies at enemies. Lobbing them through the air and dealing splash cold damage. Essentially winter melon from pvz.
Wisp Baby: Surrounds itself with 4 wisps that orbit it and shoot at enemies. The wisps are fragile and can be easily destroyed by enemies or cold baby shots.
Lil' Necro: Mini version of the Necro enemies from isaac. Shoots magic bones from the front of the map to the back, similar to the abel ghost baby.
Host Baby: Defensive baby that'll open periodically to shoot. Is practically invulnerable when shut, even to explosions, but has very low health when open.
Godhead: Shoots a tear with a mobile aura effect, similar to the one suggested for Succubus. Very strong and expensive.
That's all I could come up with on the fly, if even one of these make it in I'd be incredibly happy.
Yeah but it might be neat to have if more floors get introduced and we get more slots to work with. Plus since you can't get all the babies in one run having similar babies like mongo, incubus and lil'delirium isn't really a bad thing. Plus having quicker access to place your main babies is never a bad thing.
I love this game to death (this account was made JUST to leave suggestions to your game), meaning I have a lot of problems with it, because I want it to be perfect (impossible)
To make this easier to read i'm just going to post my two main ones, Boss battles are lame, the first 3-ish levels are boring.
For boss battles, It's kinda lame how I can't select babies, but dealing with recharge in a boss when they can just instant kill 3 lanes sounds bs, my proposal, make the bosses instant kill moves (plum gun, ragdoll skull, middle horn laser) only happen once or twice at specific health values (1/2 1/3, whatever) and/or make babies recharge and hearts fall both twice as fast in boss battles. You can even make this only apply in hard mode, that would make me play it a LOT more (personal preference, hard mode is fine.)
For the starting a run issue, it's already super fast so it's not a big issue, it's more of a personal thing. Maybe after beating hard mode, you can select from a starting deck, with a unique upside and downside to choose from for each one. Basically, after beating hard mode you unlock characters to choose from, and after winning a run (hard/normal/both, idk) with one of those characters you get an achievement with like, isaac baby, maggy baby, cain baby. Legit I would spend so much time playing a lost character that can't get heart producers, but babies and actives charge twice as fast. You could add the worst fucking thing imaginable, and I'd play the game for a month without giving up.
TL;DR, I would like to select babies before a boss battle, because random babies are kinda lame. Different ways to start a game by selecting prebuilt starting deck with some kind of drawback and upside would add a lot of replay value, especially if winning with a deck gave an unlock.
Hi,I'm here to share with you my ideas for new babies,
1.ipecac baby, cost 250 hearts (those from normal mode) , slowly lobs ipecac tear which deals high area damage, power pill will increase his attack speed,
2. fetus baby, cost 400 hearts, you can click on him to select where he is going to drop bomb which deals half damage of damage from doctors remote, attack reload time is a 20 seconds, power pill will increase reload time,
3. bloody baby, cost 175 hearts, he deals half of damage of brother bobby but every time he kills an enemy he will gain damage max to two times of brother bobby damage, also if he will not kill enemies he will start to loss his damage, power pill will increase damage limit, to three times.
4. inner baby,cost 275 hearts, he will attack three lanes at the same time, power pill will increase his damage,
5. dark bum, cost 125 hearts, if you click on him you are going to loss 25 hearts, but he will do a strong, piercing attack, you can use his attack every 1,5 seconds, power pill will increase damage but also cost of his attack,
6. electro baby, cost 150 hearts, he will shoot tears which will after contact with enemy will electrocute near enemies dealing half of his damage, power pill will increase his electric damage, to 75% of his damage
7. gravity baby, cost 175 hearts, if he see an enemy, he will start to shoot gravity tears which will be released when you click on baby, power pill will increase max tears limit,
8. stabber baby, cost 250 hearts, he deals damage with his knife and if you click & hold on him, he will throw his knife, power pill increase throwing range,
9. brim baby, cost 350 hearts, he will shot brimstone at your enemies dealin a lot of damage bu he will attack very slowly, power pill will increase attack speed
10. mini baby, FREE, deals 25% of brother bobby damage and have limited range, power pill will increase his damage,
I will be very happy if at least one of my babies appear in the game, and I'm very sorry for every typo
Back Stabber Baby:
A baby that hiding it's shadow and stab the enemy behind with great speed but have low health.
Useful dealing with tank enemies and can hidden his shield to.
Android
better card: Vertical style can be chose to set top or bottom and set it's size to use more easily.
Place baby and items use setting: You can choose between "Tap and Place" and "Hold and Drop"
The D6 is currently meh. Most often you already find one of babies good enough, and even if both are so-so, there is a "?" variant. Plus later, on loops, when there are no more babies to select, D6 gets totally useless.
Propose another use: when clicking on dice(after each level obviously), player selects one of babies already obtained, and D6 replaces it with random baby that player doesn't have. This will make item potent in any stage of game, while still random, and interesting due to possibility of getting baby player missed earlier.
Hope Telepathy For Dummies will get better visual effect. It's so-so noticeable by itself, and totally not visible when Power pill is used on same baby. Something Wrong pill is best example of good visual variant.
Yet Speed Up/Down pills need visual effects to, 'cause right now one can't see any depiction.
Great game and really fun, though obviously being in alpha there are plenty of problems to iron out and most likely a lot more content coming eventually. As an up-and-coming gamedev myself, I understand how much work this project likely is. That being said, I do have a few suggestions that it'd be nice to see you implement as long as it's not too hard:
-More bosses (2-4 per floor, maybe even 5, probably following the same design schemes as current bosses (similar to regular Isaac bosses but different))
-Some sort of proper boss splash intro screen
-Maybe another floor or floor variants of some sort
-Minibosses (harder enemies that have a small chance of spawning, only one per level or possibly per floor, could be the sins or horsemen or something else)
Once again, while these would be great to see, I know how painful the development process can be so don't feel too pressured!
Great game. To balance out the overwhelming demand for more slots, I think that the 4 slot limit is great. It's limiting in a good way. As for suggestions, I had one idea. What if, every time you added a baby to the game, the method to unlocking it is a secret. Like, don't even give a hint that it's in the game. It would lead to avid fans searching for random things to do, and then sharing that answer with other people. I think it'd be a cool thing for people in the community to theorize about, wondering how many hidden babies are out there. Kind of like what is currently in the game for the brown ritual, but more likely to occur naturally. For example, you put dark bum in the game and the way to unlock him is to let 500 points worth of hearts despawn. No hints, just let people make their own discoveries and share the findings. I think it'd be fun.
One of the things that made Isaac so replayeble was the different characters you could unlock changing the players play style. Instead making different unlockeble characters though you incorporate their soul stones as a way of picking their default deck.
Eg: soul of Isaac
Default starting deck but includes the D6 (beat the game 3x to unlock this stone)
Soul of the lost
Start with little Chad, ghost baby and spikey baby
Starts with no charger s and salvation
As well as an active called the lost die (not in Isaac, I just made it up) an active that can change a baby to a random baby or kill it (unlock stone by killing 4 lost soul babies with sacrificial alter)
Soul of Jacob and Esau
Basically shape shifter challenge
(Unlock by beating shape shifter and limited edition)
and so on and so on
Hope you see this post
Thanks for making an AWESOME game
I like this idea a lot! The Jacob and Esau one just being a challenge is a little weird to me though. I think maybe they could start with double baby, multidimensional baby, the deserter, and brother bobby, as well as spawn 2 copies of a baby, that take twice as many hearts. Other ones I can think of:
Maggy: Starts with candy heart, and <3, but replaces little chad with double baby. Simple character.
Cain: All active items give you a bunch of coins instead, and you can buy babies at the shop. Also starts with Abel instead of brother bobby.
Judas: Start with no chargers. When you die, you come back, and all babies turn into shadow versions. Shadow versions gain double damage, but cost twice as much and have less health.
B.Baby: Start with the poop, and replace Lil' C.H.A.D. with a new baby called The Relic. This relic takes twice as long, but gives Soul Hearts, which count as double the hearts, but take up the same amount of space in hard mode and such. Meant to be a challenging character.
Eve: Start with a new item called Dead Bird. This makes it so when a baby dies, a bird spawns that harrases and deals damage to the baby's killer. Also, All babies start with lower base damage, but deal 2x the original damage at low health.
Samson: Whenever you lose a charger, all babies gain damage for the chapter. Simple character.
Azazel: Start with a new Lil' Brim baby. All babies have limited range, but can be placed on obstacles. Starts with a unique item called "Hemoptysis", which makes monsters in a 3x3 area take double damage from Lil' Brim.
Lazarus: Revives, but after revival, all heart producers give only 25 hearts each. Simple character.
Eden: Starts with little chad, a random defense baby, a random attacking baby, and a random support baby. Also starts with either 2 random quality 1 items, a random quality 2 item, or a random active item.
Lilith: All babies are blindfolded and have a little incubus floating around. These can attack monsters on the left or right of the baby. Start with lil' chad, demon baby, a new Gello Baby, that shoots normally but whips monsters that get within 3 tiles, and a succubus that boosts the damage of babies in a 5x5 area. Start with box of friends, which summons a second incubus on a baby (and would normally summon one extra incubus on a baby for other character).
The Keeper: All babies start with their shots alternating between triple and quad shot, but much lower health (Like 6 hits from a gaper). You can spend coins to heal your babies.
Apollyon. Starts with the normal deck, as well as a new "Void" Item. All babies start with slightly lower stats, however the void item destroys a baby to give random stat upgrades to babies in a 3x3 area around it. The more the destroyed baby costs, the more stat ups.
The Forgotten: the middle 4 slots are dug up, and cannot have things placed on them. In the middle of these 4 slots is a skull linked to the soul. The skull will attack enemies that get close, and you can use the mouse to move the soul, which shoots like ghost baby.
Bethany: Start with the relic instead of Bob's Brain. Soul hearts charge up the active item. Beth starts with Book of Virtues, which summons a low damage wisp baby. The wisp baby changes depending on what active item is combined with book of virtues.
I think it would be cool if The Lost also started with Lost Soul, allowing you to actually use the 666 hearts to summon it.
New item: Odd Mushroom. Infinite use. When used on a baby, it's fire rate with increase, but it will lose accuracy, eventually shooting in random directions and hitting nothing. Would have a limit per baby. The baby's eyes would start to get swirlier and swirlier, being hypnosis-looking eyes by the maximum use of 9.
New game mode "You and Me".
In this game mode no chargers instead you get a friend, like the BoI games, you start with Isaacs, he has his health that show next yhe heart counter, you can move him like the minecart, also shots when a enemy on the same line, it a enemi reach him he taking damage slowly and its health is reach zero you lose, few upgrades effect both him and the babies few may mske him stronger, each round end have a chance to shows a friend update.
"More Options item" is kinda item against the player, 'cause any baby that wasn't picked is gone from further pools of selection, and when you have 1+1+? = it's simple to pick, but when it's 1+1+1+? = player "looses" 3 babies variants, and often there are 2 babies player would like to pick. This makes the item not desirable to buy.
My proposition: make "More Options" add babies that were not picked in past(at least those from "?" variants).
Dr. Medicine "allows you to replace damaged babies" - why would anybody do that?! Either babies "live to the end" or get removed with shovel to place another.
Proposing a buff: Real healing to randomly picked damaged baby, very slow, 1% hp per 1 sec, when fully healed randomly picks another damaged one.
p.s. or at least make current "replacing" behaviour cost 2x less hearts, so there be any reason to use this at all.
A more interesting late game would be cool, losing and gaining handpicked babies and items would be a cool way to force the player to change up their strategy. I would also really like it if hallowed ground gets replaced by a mystery gift when reaching the loop that changes your heart limit to 6, with the item of course excluding getting it again. Sorry for my bad English.
hi I would like to suggest a couple of new ones tests 1. (tests for success)what is the essence of the players include a vending machine in which three items can fall out such as hearts, Isaacs, pills, opponents, etc. to win, you need to scroll the machine 100 times. 2. (sleep my joy sleep) once every 5-10 seconds, one Isaac falls asleep and sleeps for 15-30 seconds during a new wave, they wake up there will be 4 waves in total, Isaac can be woken upusing pills to speed up the attack
As many others have pointed out on here, the amount of slots that are given to the player are on the low side. Therefore, I think that there should be some other ways to increase the amount of slots that you have, other than schoolbag. One idea is Birthright, which, on pickup, will randomly select one of your babies and permanently add it to your roster, for the cost of 33 coins. Maybe you get lucky and get lil' chad. Maybe you end up with Farting Baby. Regardless, it adds an extra slot in a new way. Just in general more ways to get slots is (in my opinion) probably a good idea.
Suggestion:
Lil Delirium: allows you to have duplicate baby with a little bit gray ish color to any picked Baby upon placing .
Dead Sea Scroll: Just random ability effect.
The Poop: should act as a weaker version of meat shield and also removable with the shovel and lets the Baby projectiles pass through it to make the Poop active item more usefull instead of just fart N' Stuff.
Mulliboom: Moves slow but apon death it spawned 2 ot 3 flies around its neighboring tiles
Good Luck!
Is just a sugggestion but I hope you catch better ideas for your Cool game.
Cube Baby: Blocks enemy path but every bite slows down enemy (Just like the Mint Effect) and upon death it explode and freezes nearby enemies in 3x3 area.
Cost:100 Hearth
Charge: Normal
Interesting Interaction with William: Cube Baby should just melt to death and doesnt let William leave you with a crack on the floor.
The Lost Soul Curse: "All your babies are weak"
Function: All Babies have greatly reduced health, making the enemies easily kill your babies specially Defensive Babies.
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Rotten Baby: Attack by sending out 1 green fly to the enemy who is the closest to the door on 3 horizontal path (similar to steve without homing). The Green fly have a slow speed but upon contact, the enemy will get poison and deal damage for 3s.
Cost: 200 Hearth
Charge: Fast
I love Rotten Baby.
I swear someone has asked for this before, but give people to customize Issac how you can in the game, which characters that make it easier, and challange characters. And you can unlock them by using Issac points you get by going beating a chapter (Also make sure prevent people from quitting the game when they're close to death and have everything restart, instead have it work like Pvz 1 and 2 so people can't cheat and when you continue an unbeaten level ur in the middle of it starts with all enemies exactly where they were).
Idea: Blue Baby ("..." In game)
Reuire: Beat a whole chapter without using any baby over 3 hearts once.
Cost: 10 Issac points
Type: Challange
Challange: You can only have a max of 3 hearts, but every 5 enemies killed gives a half soul heart (max soul heart count is 7) that works like how it does in the og game; it's used up when you spend it on a baby and dissapears when used fully. All babies also have 20% less damage, but all levels have less enemies by 20%.
Parasite Baby: Shoots our an orange slimy looking projectile that will split into 2 small projectile in vertical direction upon hitting an enemy and the other 2 projectile will split into horizontal upon hitting another enemy with less damage and disappear.
Cost: 250 Hearth
Charge: Slow
It can also extinguish Roast Baby and Paschal candle.
maybe just to be worth it, stomp for a fixed damage, maybe just do 50% health damage only once per lane on each level, i don't know, given how almost the first enemies on each level on each lane are "almost always" gapers, it would give a great headstart without being op, or yeah, just completely kill the very first one
I would like the mode - Freeplay
to test the open babies and monsters, there are just cases in the game when you can’t fully understand the purpose of the babies. I’ve always wanted to try new combinations of kids, but due to a number of limitations in the game, it’s difficult to switch to new tactics.
translated using Google Translator™
Great idea! But personally, I think it would be better that an object, a child, a monster, can only be tested if you meet it at least once in a standard game. So interest in learning content would be maintained (Translated from Google translator, I say this, in case there are errors in the sentences)
Good idea! I'm gonna try to think of the tainted counterparts of the four starter familiars you get in the game.
Brother Bobby: Shoots a lot of shoots but nearly no dmg (like soy milk)
Little C.H.A.D. : Produces less hearts but fights back
Cube of Meat: Has less health but splits into weaker Cube of Meats when killed (they dont split into more)
Bob's Brain: Explodes in a bigger range but deals less damage
maybe you could make a character select not baby i said character select like in isaac cain makes more money isaac is based magdelene gets more hearts and keeper gets better shops like the tainted version etc and probably could place your character for free like isaac is better brother bobby etc because i dont play isaac because but anyway what about keeper you ask well it would be chibi keeper and turn chibi keeper into a slower firing three peater
The idea seems to be good, but here you need to think, because a banal improvement in the chances of a good store or heart is not interesting. It would be much better if the gameplay changed for each character in a coordinated way. And if you add, not as much as in Isaac. Because quality is better than quantity.
Hey, hello again! I have a cool unit design. He will be a "stone spectator" when the attacking babies shoot, he attracts most of the tears to himself and returns them, causing them damage. This works even for truckers. He cannot directly attack the kids. Thank you if you finished reading! Ps Lol, noticed one small jamb on the splice. Maybe I'll fix it later.
I went through with another unnecessary idea. Add something like foresight by locations. For example, you have passed a level and you have 3 choices where to go, but you can choose one and you can’t come back, you can’t wait for example, the choice of kids or something else. I know it’s hard to add, but I just wanted to share.
translated using Google Translator™
Hi, again I have a good idea, the author of which is "Kapustinek". Alternative deck. I wasn't thinking about how to get it, I was thinking about one guy, just in case that idea was in the game. Sister Maggie - Shoots bloody tears, inflicts less than Brother Bobby, but when hit by an opponent leaves a bloody puddle that slows down and deals little damage, and disappears after 30 seconds. The rate of fire is the same. Here's the sprite and the GIF.
I came up with a new baby. Brother Max. He has 1 unit of health, even a fly will kill him in a collision, but he has a shield, for 5 charges. When this shield breaks, Max emits a wave of enchantments that deal a bit of damage, and push all enemies to their starting point (Only works with those enemies that are on the same horizontal line as this kid). After this attack, the baby does not die, but remains until he is damaged. It costs 100 hearts, it is charged as much as the "Cube of Meat".
I threw some ideas and decided why not do something for locations…. well in the original game there are rooms well with water ,_, you can also throw off your ideas for my answers, for example, water monsters or water babies.
(Upd) what is dark is deep water and what you see in the cells is shallow water.
Mom's shovel - replaces the usual shovel. It has two properties, the first of which was one discovered, mother's shovel digs a hole into which the enemy falls, and it closes, while giving 25 hearts. Second property: you can dig up one of the cells without dealing with a brother or monster. After ignition, a fossa in which a heart, a coin, a 5 coins, or a pill. But may nothing fall out. The hole is buried immediately after the object is lifted. Always damned, worth 99 coins. If a what, I translated it through a translator, so maybe there may be problems with the text.
I have an idea for another good brother. Ghost Mask - worth only 100 hearts. It has two, even 3, new mechanics. It can only be put on another brother, while preserving the past properties of this brother. First, the mask can throw a chain, and pull the enemy to itself by 1 cell. It can do this if the enemy is no further than 7 cells, and no closer than 2. The second is complete invulnerability to the attacks of absolutely all enemies. Enemies who approach the brother with a mask, just pass through without causing damage. Mask can kill shovel only or "Altar of Sacrifices". Переведено при помощи Google translator.
Don't know if this has been suggested already, but what about adding Ice Cube Baby, a new defensive baby that freezes enemies that touch him. It could also be use for a new mini game/challenge, Ice Cube Bowling, like the Wall-nut Bowling in PvZ, you place down the Ice Cube Baby that will slides towards the enemies and then bounce off in other angle possible hitting another enemy
Or what if:
1: it could throw itself and bounce off the enemies while slowing them and then respawn and wait a lil bit to throw again
2: it would act like the grape thingys from PvZ2 where it would explode into shards what whould bounce through the field hurting enemies but it would kill itself in the process.
and 3: it could be placed and you, the player/isaac could push it to hurt the enemies
The challenge seems cool btw.
ok so basically, I love this game ok ok, y'know what else I love, slowing enemies, so I suggest a challenge, it works like this: blue room, a bit longer than usually, likely the room before the boss, with 2 babies, freezer baby (sorry if thats not the exact name, my memories horrid) and snowball, slightly increased heart drops, and the snowglobe (costing 150 instead of free because y e s) beating this challenge would give icecube baby, basically cube of meat with freezing, so like, 75 hearts. (Upon reviewing other peoples comments, my idea for icecube baby kinda sucks and I dont wanna erase anything because I'll probably screw up and delete something important i said without noticing)
new babi and item ideas!
Ok so baby idea, The bulletkin baby (wrng game!!!1!1!!!1!), ok so basically bulletkin baby would be just like brother bobby but instead, shooting yellow projectiles instead of the normal blue and having a slightly lowered fire rate, but would also have to reload every once in a while, after killing like, 50 enemies it can become a veteran bulletkin, which increases fire rate, and damage, it would also be able to shoot enemies in nearby lanes.
ok so, item idea, Rainbow chest, (I SAID, WRNG GAEM WHATS WRONG WITH YOU!!!!1!!1111!1!) Rainbow chest, upon buying, will send you to the first floor, with 4 babies the player had previously, it is the players choice on which 4, upon beating the first floor a choice of all unlocked babies would appear, prompting you to choose 2, this prompt would appear every single first floor of every single chapter.
Incubus - when the pill is applied, all the incubi present get the effect. But most importantly, the effect is saved and summed up between levels.
Dr. Fetus - works like PVZ2 coconut cannon, but with the catapult pattern; provides weak protection, equal to two ordinary babies
Epic Fetus is placed in the active item slot if there is a Dr. fetus in the deck and Doctor's Remote was selected as the active item. Works as PVZ1 Cob Cannon.