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)