Reminds me of Grab The Child
Warppig
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Played after the utterly devouring PT full release. The fact that you have to get to sprint level 2 to wallrun and you cannot climb walls by dashing into them fucks with me so much. Infact I believe I got softlocked in one room for that.
Overall pretty fine for a fangame. Pizza tower gave me a craving that I cannot revert back to, so I hope some things in the future can satisfy that itch.
Huh didn't know they made a sequel. Now this is a game that could be expanded exponentially, making the program a 2D in world 2 was intriguing I thought there would be multiple programs or some shit. I appreciate most the levels not being trial and error schlock.
Sadly the Spider from the previous game is not in here, must be because they foresaw what my gooning would cause, likely why they suppressed this from me for 4 months.
Fine demo.
Really needs them sounds effects next time, them beep boops. I hope you study up on swell audio design.
I know you wanted to game to be fully puzzler, and not have that much movement tech [i cri :( ] but then traversing the levels when you know the solution, especially the level select, takes a while.
I enjoyed 1-6, it was a neat challenge that made you think outside the box, as there was no 'tutorial' teaching about duel magnetic fields.
Wonder what future worlds will hold, I hope they are themed differently, if just tinted a colour.
Perhaps if in the diegetic level select of Worlds' clusters of mechanics could be clumped, and maybe stuff like a little sandbox before trying a level. (maybe even just one optional platforming level, I pray.)
Back again.
Even with the speed-up feature days take real long regardless, can be annoying when are guaranteed to bust through early on, but the chaos is fun.
I'm saying especially the first day, as you need to complete it to get an item, nothing interesting happens, in base Isaac even though you started with nothing you'd have different characters and could find pickups or whatever. If the base baby slot count is 5 then you could get one baby from the get-go instead of waiting, I guess.
Also the whole shop and/or obtaining passives needs a rework, money gen is already really random, there's a well chance that you cannot obtain a rare after the first boss, and some common items are even far better than rare ones (E.G. the bean that moves back enemies when a babies die, there is a rare costing 3 times that amount that accomplishes the same thing, but when they spawn. There is no reason to get that rare. And then you can only get one charger replenishment for the cost of a rare, or 3 whole great common items. If there was a baby that generates money I don't know of that'd instantly turn your run into obtaining as much dosh as possible, with you always wanting that baby filling up a slot, reducing choices and incentivizing the same lame 'ol strategy.
Pill baby is poopoo why would you use him.
-- anyway, my ideals for slots that probably won't get added because of your game design or whatever. Far off from now --
- You start with 4 slots, but get 5 after the first boss.
- You start with 5 slots. Perhaps with a baby selection pre-run.
Then I thought, because after you loop you don't get a baby selection you get a 6th slot, this slot automatically picks a random baby in your arsenal before the round. Or possibly just to make the game harder you don't get an extra slot and it just forces you to do whatever heheheh.
Of course there'd be the shop slots, backpack is well, but could possibly be another common item that randomly chooses one from your arsenal.
Therefore:
- PvZ (6 slots)
- PvZ + full drip (10 slots [no need holy moley])
- PvZ2 + full drip (8 slots [haha you have to pay real money])
- I. Rule Beginning (5 slots)
- I. Rule Loop (5 slots, 1 random)
- I. Rule Very luck + full drip (7 slots, 2 random)
This is still less than the amount of slots you'd get in PvZ so attention can be brought forth to your quirky active items, fellow game designer.
Maybe backpack could instead give to active slots (alternating) like in base Isaac, and the slot increase would be something else, would be a very fun 'OP' run if you got such a thing, but getting fun 'OP' runs is the point of Isaac.
If there was wet water levels far later on in dev (good job nice :thumbsup:) then a slot would be force filled with a lily alternative, I guess.
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.