Post your thoughts and suggestions, what you'd like to change or improve, or new content that you would like to see in the game.
The Binding of Isaac fangame, heavily inspired by Plants vs. Zombies · By
I agree on having a 5th slot, but want to mention that Bob's Brain is a good alternative to Cube of Meat. It's cheaper and kills enemies, so you can save more hearts and defend with them for a while until you get all of your Lil' Chads. At that point, you just start placing rows of your other units and use Bob as a cheaper, explosive meat shield whenever you need one
Having 4 baby slots is a bit low, I'm getting a lot of interesting babies but can't use them because of the lack of slots. Since you absolutely need Little CHAD, and Cube of Meat is almost mandatory you basically have only 2 free slots which isn't a lot to work around. Idk if an item increases it, but I think we should at least have 5 slots from base.
well my idea actually if school bag isn't enough then it whould be cool to sacrifice the system of getting new babies to fill up some sort of blood donation machine and once the slot whould be filled then you whould just get a reward (aka a new slot) and like the blood donation machine whould need 3 fills to be fully filled.
Dont get me wrong, this game Is AMAZING but i think, like almost all the others in the suggestions, that there Is supposed to be a way to get more slots for the babies. Little chad and meat cube are already basically mandatory, with 2 slots left there Isnt much you can do. My best strategy was to get a shooter like demon/crispy/rainbow baby and then baby spikes and im getting so many Amazing things that i just cant try so maybe there should be a way to get more slots. That's All im saying
I think there should be a sure-fire way to counter the babyplum-incarnates. If you have a full defense, they just fly right over it, and there's nothing you can do about it. Also, add trinkets, that would be cool. Like, cancer could slightly increase all tower's speed, or curved horn could make babies do slightly more damage, things like that.
Replaying the first level(s) is kinda repetitive due to always starting with the same units therefore just using the same strategy over and over again because at this point the enemies pose no challenge. To solve this you could possibly add some randomness to your starter deck (let bobs brain be a random unit for example), or as alternative you could add some different enemies that force using a different strategy early on (although this might not be preferable due to information-overloading new players). One last possibility might be some sort of 'challenge/reward', where before the level the player can take on a challenge (e.g. only use 18 spaces). If succesfull they get a reward (e.g. coins or an item) and if they fail maybe some sort of penalty. This would at least force some kind of variation on the first couple levels.
The game has a great concept, I'm looking forward to see how it'll progress!
Since 2 of the most common complaints are "need at least one more seed slot" and "no way to deal with lobber-specific enemies if you weren't offered a lobber tower" we can kill 2 birds with one stone:
Add Sister Maggy as a 5th starting tower. She has the same damage and cost as Brother Bobby, but shoots in an arc. There, 2 problems solved!
I was stupid/drunk/inattentive enough to start a new game instead of continuing my first playthrough. Or maybe it has ended because I died on the second boss fight, I dunno. Anyway, if it's my fault, can you please add a warning message saying something like "You're about to start a new game, your previous progress will be reset." Thanks!
I would suggest on the boss fights to be able to place the babies immediately after clicking on them without having to snap to the hot bar to then place them on the map. This takes a while and leads to unavoidably losing a charger. (Lost on the last hit to the third boss due to having to wait for the hotbar to place the baby on a spliting fly)
Not sure if they're already in the game or not, but it would be cool to have blue flies in the game. Maybe when a Mulligan's mask is broken, if you manage to kill it before it escapes it can produce three blue flies. They'd home-in on an enemy and hit it once, killing the fly in the process just like in Isaac.
I also agree that the number of slots for babies would be nice. I've got so many babies, but C.H.A.D. and cube of meat are almost completely necessary.
Any enemies completely immune to one of more damage type. I'm looking at you red fly and weird host hat thing...
I haven't gotten past mines, so if there's more I wouldn't know.
As for what to do about these enemies.
Red Fly should get tired after flying over a single tower or two, giving a brief window that the towers behind can hit him a couple of times.
And Host Hat... thing should have the hat as an armor rather then a lobbing damage immunity, IMO.
Especially since these two enemies appear on the same levels and are immune against what the other is weak against.
A lot of people suggest having an extra slot, but i think that it can be worked around by implementing more interesting ways of getting hearts. Maybe trinkets, giving a passive effect until your next shop? Or passives that give you hearts under some conditions? for exemple: every enemy a charger kills drops a hear/ some% for an enemy to drop a heart/ have your babies drop half their half cost when they die
This would also help with making the no heart-giving baby achievement actually achievable!
I was also thinking that Blood Puppy could be a passive that randomly takes place of a used charger after every shop.
Otherwise, great job on the game so far, can't wait to see more! Don't forget not to overload with work yourself either, dunno how you're doing with that, but quality over quantity remains way better anyway!
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.
Obviously with it being in Alpha, I'll keep requests/Suggestions lol, But i love the idea of potential characters. Either have gimmicks, bonuses or different starting Towers. If you were to take vanilla characters or go the Bum-bo route and do original ones. there's so many ideas.
I genuine suggestion I do have is a proper Boss Title Card could be cool.
I love the game, but i feel like the game REALLY needs to have some sort of visual indicator that the zombies are on low hp. it makes the zombies infinitely more scarier when you have no idea what their hp is imo, probably them looking scared or something
also more zombie variations like a conehead clone would be cool, with enemies like the smiling gaper being able to run faster or something, idk lol
My suggestion is a very silly and small one, but adding cheat codes! The original Plant vs. Zombies had "cheats" like typing mustache at any time gave all zombies mustaches, typing future at any time gave them sunglasses, etc... I think it'd be a neat little feature to add just to give the game a little more flavor.
I can suggest you "Lil Abaddon" idea. I know you have a "Charge System" (How i call this fillng with green black ring), so you can give him this system. You need to charge him to make his ring 3x3 with him in centre when you need it (I need it sometimes). He'll cost 50 soul hearts. But maybe... It's already in the game, i don't know, i didn't find him when i played, sorry.
P.S. About Soul Hearts read in my post below
A suggestion from a friend would be to add Incubus and make it work like Imitater from PvZ.
As from me, maybe make pickups last a bit longer because they expire pretty damn fast.
I'm already getting all sorts of ideas for babies as I write this, like Succubus being an AoE low-damage tower that increases other towers' damage within its range too, sort of like an offensive Hallowed Ground.
Game is Great but amount of slots is a real bummer
it makes the game harder but not a good way , it would be better to have more diversity in the run as it would make the game more fun and balance out the difficulty even 1-2 slots would be massive since the fact that most of the time you are forced onto using lil chad so you only would have 3 slots for both attack and defense
TLDR : add more slots maybe 1-2
I havent fully completed the game, but if it doesn't exist having ball of bandages would be cool. Maybe it has less hp but gives some hearts back when it dies or just produces them at a slower rate than chad? Or less hp again but charms enemies, like in the civil war challenge, when it dies. Or even make it upgradable like in BoI, having 1 is just a worse cube of meat, having 2 lets it shoot, having 3 lets it sometimes shoot charming tears. I think having a different blocker would add some variety to the staleness of selection others are talking about (although i do think 4 slots is good)
Hello again, know, you don't read these ideas, but i have an idea for soul hearts. You can get soul hearts by converting red hearts with Demon Bum (Get him from start, cost 25 soul hearts) at a price of 1/4. Like 200 red hearts = 50 soul hearts. Soul hearts can be used to plant angel/demon babies, you have 25 from start to plant a Demon Bum. Read my post about Lil Abaddon, please, but i know no one cares about what i say.
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 --
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:
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.
i have some baby ideas
1.super baby:shoots very fast small damage tears like a machine gun
2.king baby:has a 3x3 radius,babies in the radius will aim at the cursor(except for if its not a projectile attacking baby)
3.bum:attacks as fast b bobby but costs sligthy more,you can buff bum by using coins(1 coin increases attack speed by 15% percent or less)
4.devil bum:attacks the same way as lil loki but attacks a little slower but can be buffed by using hearts(5 hearts increases attack speed of devil bum by 2.5% percent or less)
5.pill bum:attacks as fast as b bobby and and attacks like a b bobby but something is wrong pill makes pill bum attack like rainbow baby,and other pills can buff(if you give pill bum a pill it will increase one of 3 stats 1.attack speed(10%) 2. attack damage (5%) 3.health(you choose) and also increases the stats that pill gives)
6.super bum:attacks super fast and now can buff attack damage by 5% using coiins,pills and hearts and attacks like rainbow baby
7.gun baby:has a 4x4 radius to shoot enemies at
and some item ideas:
lullaby:increases tower attack speed
hologram: all towers(except for towers like lil chad) have a hologram that is on the opposite side and shoot the opposite direction(the damage of the hologram is half
toy gun(active item):shoot the enemies for insta kill
and some changes ideas:
make mongo baby shoot corresponding tears for babies that dont neccersarily attack like explosive tear if bob's brain was behind mongo baby and also make mongo baby use the mongo baby's behind it's tears like if rubber soul was behing mongo baby and a mongo baby was infront of that mongo baby maybe make it so that both mongo baby shoot rubber balls
and also can you make it so if mongo baby is behing a mongo baby both mongo baby's get double attack speed,attack power and health
Another few suggestions, two pills:
Health Up, adding max health to a tower, and Balls of Steel, adding temporary health to a tower instead that you can't recover once lost, like Soul Hearts work in Isaac.
A baby:
Robo-Baby, a familiar that'd shoot a low-damage laser relatively fast that can pierce through an entire lane. Could make for decent chip damage while working with a different damaging tower, would definitely work well with Ghost Baby.
Since Devil Deals are such a huge aspect of Isaac, I thought it would be super cool if they got represented here too.
How I imagine they'd work is if you clear an area without losing any chargers (since that's sort of like taking no damage), after the shop, you get a special Devil Shop with a selection of 3 items with prices of a different sort: Game Modifiers. Similar to the Chaos boons in Hades, they temporarily handicap you in exchange for a more powerful upgrade. Handicaps could include things like Curse of Darkness, Curse of the Blind, Hearts don't fall from the sky, shovel gains a charge, etc.
Of course, the items from the Devil Deal would be stronger or more useful than the average shop item to compensate. It would be a great way to implement additional slots if you don't just want to give them out after the boss fight, as others are suggesting. You could also feature stronger babies like Lil' Brimstone or other strong passives worthy of the trade.
I think this'd add a great additional risk/reward element to the game which rewards skilled play, as is the case in og Isaac. Just wanted to say your game is awesome and I've been loving playing it!
I've got some cool baby ideas, but they're pretty basic:
Twisted Pair (Costs 200): Similiar to the repeater in PvZ, just shoots twice
Quints (Costs 125): Similiar to the peapod in PvZ2, shoots just like a normal brother bobby but can place up to 5 on a single space, allowing for 5 shots for a total of 625
Guardian Angel (Costs 125 or 150): Similiar to the pumpkin in PvZ, can only be placed on another baby, giving it additional HP similar to the Cube of Meat, it will count as a defensive baby.
Lil Abadonn: (Costs 150 or 200): Similiar to the fire dragon from PvZ2 (but different), each shoot will damage all enemies in a 3x4 area (centered but only 1 column behind it and 2 in front)
Succubus: (Costs 300 or 325): The same effect as Hollowed Ground, but will instead give damage boost to babies within 3x3 area.
You may already have these or maybe not, but i just want to give you ideas, because that's what this place is all about.
Перезаход возвращает не на уровень, а в меню выбора бейбиков. Из-за этого можно пытаться перепроходить один и тот же уровень, например, чтобы не потерять газонокосилки, что попахивает читами. Можно сохранять состояние игры перед выходом, чтобы пресечь это.
Также было бы неплохо, если бы лейаут уровня был сгенерирован уже в меню выбора бейбиков, чтобы можно было посмотреть его, как в обеих PvZ, и подкорректировать стратегию.
Probably a controversial suggestion, but honestly one of the best things about the original pvz is the fact that you can always choose your towers depending on the situation and once you unlocked them you have them for good, with no stress of losing them all and having to start over from the first four, so my suggestion is some kind of endless mode, in which the player has all babies they discovered so far unlocked from the start, the catch is that they can't discover any new items, active items, or new babies while in this mode.
Again this might be controversial since this game is supposed to have a roguelike gameplay, but I think that would be nice for people who enjoyed the plants vs zombies feeling of having your arsenal of towers unlocked at your disposal with no stress of losing them all.
An additional baby slot would be nice, but maybe if you are against just adding one as base capacity, then how about adding it through Tainted Isaac's Birthright?
A suggestion for Mongo baby, instead of just mimicking the fire style of the baby behind it, maybe also the tear effect? and also increasing the heart cost from 125 to 150 if the tear effect part is added.
King baby could be used like the Torchwood, but instead of setting tears on fire, It adds a 10% damage bonus and one time tear pierce to babies around it (3x3). It can also shoot normal tears, but it is not affected by it's own effect. It would cost 200 hearts. Multiple King babies would not increase the effect.
How about you make a branching path, this will probably be a coding nightmare, but imagine having a choice at which path you want to go to (like the alt path in TBoI). A normal route where the rewards are normal and the difficulty is the same, and an alt route where the reward is higher, but the difficulty is increased (increased meaning more challenging enemies and not bullshit combos like a bunch of worms). While I am at it, why not decrease the worm's movement speed by 10% and attack speed by 5% from the current speed. They are just to fast and unavoidable if you are caught with a recharging cube of meat.
I also think that "Hard mode" should be taken off the board for now. Try to finish the base game before trying to make an extra difficulty.
Alright so I got some babies ideas. Of course, I'll let you fine tune the balance of it all, I'm just trying to come up ideas I haven't yet seen in my few runs (hopefully, I didn't suggest something that's already in the game or suggested).
Lil' Brim - costs: 200hp (4 hearts) - recharge: mediocre - Lil' Brim charges up a strong blood laser that damages all enemies on its lane, but will only fire it when ordered to (by clicking on it). It costs 50hp to fire (to mimick dark bum/magnifying grass a bit), and has some medium/long cooldown between shots.
Robo-baby - 100hp (2 hearts) - recharge: fast - Robo-baby fires weak lasers, targeting the closest enemies on 3 lanes (his own and adjacent ones). The lasers pierce through all enemies, dealing weak damage in an instant (think Lightning Reed x Laser Bean).
Robo-baby 2.0 - 125hp (2.5 hearts) - recharge: fast - Similar to Robo-baby, Robo-Baby 2.0 fires piercing lasers, but only in its lane (forwards/backwards) and up/down, if there are enemies there. It also fires faster than Robo-baby.
Battery Baby - 150hp (3 hearts) - recharge: slow - Battery baby creates an electric 3x3 aura around itself, dealing constant damage to all enemies around it.
Ball of Bandages - 25hp (0.5 heart) - recharge: mediocre - Ball of Bandages acts as a weaker cube of meat, however you can put a ball of bandage ontop of another to upgrade it. It has 3 levels, gaining health on the second and the ability to shoot on the third.
Tumor - 50hp (1 heart) - recharge: fast - Tumors can only be placed onto any other tower, slowly shooting at enemies in its lane. Moreover, Enemies will eat the tumor before the baby. However, babies carrying tumors are slowed down (like a speed down).
Mini-monstro - 150hp (3 hearts) - recharge: fast - Mini-monstroes periodically fire a burst of tears on the 3x3 tiles in from of them.
Oh and also a boss idea: the Archbishop. The Archbishop looks like a buffed up the Bishops from Repentance and stands at the far right side of the room, occasionally spawning enemies. All lanes can target it. The boss protects enemies on the field (again, similar to bishop enemies), taking damage itself in the process. After taking a certain amount of hits/damage, the Archbishop will be stunned for a moment, protecting himself but leaving enemies vulnerable (your chance to clear the board). The Archbishop might also shoot tears against your defense during phase 2/3.
(also plz put almanac for enemies and make the shovel animation for cube of meat cleave it thx)
sorry this is a big one
a few baby ideas as well:
ball of bandages - about 50% the health of a cube of meat, but each enemies have a chance to become charged when attacking it. the chance increases for on enemy for every attack it does.
lil' brim - costly, requires to charge. when charged, can be clicked to release the brimstone beam, dealing 5 ticks of damage to every enemy in row. when powered up, deals 7 tick of damage
robo-baby - fires weak but piercing lasers, has a slow fire rate. when powered up, deals more damage per laser
succubus - has a 5x5 damaging aura around itself. the damage is much less than spike baby's. more damage when powered up
incubus - locked behind unlock, attacks and abilities are dependent on your passive items(some items grant the same effect, some don't grant any). fire rate increases based when powered up.
boiled baby - costly. randomly spews(lobs) many projectiles at enemies in its lane, with low accuracy. low fire rate, increases the amount of projectiles when powered up.
seraphim - costly. has homing, a slow fire rate and a lot of damage. increases fire rate when powered up.
I have a couple ideas ideas for new babies!
(Note that I haven't 100% the game yet, so if what I suggest is already in let me know)
More heart producing babies would be incredible. An equivalent of the primal sunflower in PVZ2 would be much appreciated, as they make early game more difficult but greatly improve mid and late game. Another idea I have is an expensive shooter baby (maybe 3-4 hearts) who makes light beams upon hit, and every time it kills an enemy it produces a heart or two, depending on how balanced it turns out being.
Aside from that I don't think too many more babies are needed, the game is already surprisingly well balanced
BUT, perhaps a character selection system similar to PVZ Heroes would be implemented? It'd help give the player more opportunities to choose how they want to play, and reduce the chances of RNG screwing u over!
Having played the game, I will say that I think that the game does need more baby slots, or at least an option to get more slots, for a fair amount of reasons. The 4 you get now, one of which will most certainly be used for little chad, is fairly debilitating, both for the game and the player. You’re given any room to try unique strategies or combinations. One time use plants aren’t worth taking at all, and certain enemies still hard counter certain plants. There’s no room for longevity or stronger enemies because you’re stuck with what you have, go for more expensive babies and you’ll struggle to start, Anything more expensive then what we already have in the game will be more trouble then it’s worth, putting in a cheaper baby to cover this just uses another one of your few slots. this along with the lack of straight up passive plant upgrades kinda just sucks
more little extra visual interactions between power pill and babies, i really love how using a power pill on a crispy baby will turn its fire blue and would enjoy seeing other small things like that (i've not used a power pill on CHAD yet but if it has no interaction it should make him produce bigger hearts which offer 75 or so HP)
Maybe replace Mystery Gift with Buddy in a Box and make Mystery Gift give a random passive instead?
Lil' Spewer could be added too, using creep in this game could work.
Punching Bag as a defensive familiar with some decent durability, and attracting enemies similarly to Sweet Potato from PvZ2?
Holy Water working similarly to BBF but instead it drops a puddle of damaging creep in a 3x3 area?
Would have to adapt a new system of new types of hearts, so here we go:
The Relic
generates soul hearts, can be used to buy cheaper angelic babies.
Cost: 150 Red Hearts
Cost: 100 Soul Hearts
Cost: 150 Black Hearts
Note: The system of hearts that fall from the sky can be by type of floor(level), in addition, all babies that do not enter the specific characteristics of hearts, do not have a reduced price compared to other types of hearts.
Hello, this game is amazing! Really good job so far.
The feature I suggest is being able to view the layout of the tiles, while on the screen where you pick the babies and see the enemies.
Would really be nice to see, so you're able to adapt to the layout (especially with the minecarts and spike levels)
I love this game! It so perfectly manages to encapsulate elements of both Isaac and PvZ. It has stuff for new players and veterans alike! I feel like there's so much potential with a game like this, as each run makes you do a different strategy. One thing that got annoying with PvZ was that you could just repeat the same strategy over and over and beat every level. With this game, I feel like you can make it so that every level has some unique enemies that force you to use different strategies.
One complaint I have with this game is that after completing the first loop of the game, you can't get new babies. It would have been cool keep picking new babies to try out new strategies, as right now the game is pretty short, and you only get to pick 6 babies total. It also feels like pills aren't that strong, and they become more of an annoyance than anything since you have to keep using them to get new ones, especially with the bad pills.
I think only having 4 slots is actually fine for a game like this. It gives each slot more weight and importance, and the player has to make tougher decisions and carefully select what babies they use.
I think having different characters that you can pick at the start of the run could be a cool mechanic to bring over from Isaac. Different characters could have different playstyles and start with different items. For example, Isaac could start with the D6, Magdalene could start with Yum Heart (an active item that gives 200 hearts when used), Cain could start with an extra slot for babies, etc.
Offensive pills? Like Infested!/Infested? either poops or the chosen enemy spawn spiders which do a bit of damage to other enemies. Are You A Wizard? makes enemies that normally move forward instead move like a Trite. Using a positive pill like Power Pill! or Speed Up!on an enemy can increase damage/defence and speed respectively. Therefore, there is a risk to whether to see if a pill is good or bad for you, and to test it on an enemy
Hi! I love the game, and I love that you've been patching/updating it so often.
I suggest having a new Backpack-esque item that gives you an extra baby slot. I'd personally have it be available at all times in the shop (like the charger replacer token thing), but maybe make it cost 133-150 coins so that you can't just buy it early and be good for the rest of the game.
In addition, I'd probably decrease the cost of the item that replaces used chargers, like have it be around 50-66 coins instead. I just find that buying passive items instead is much more valuable overall.
Also, I personally think you shouldn't be stuck with the same exact 4 babies at the start of every run; I know the first level's always quick, but it's still kinda boring starting like that every time. Maybe just provide the option to randomize Brother Bobby at the start of a run?
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.