Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also to me the main appeal is the way items are dealt. It's not so much about luck as doing with what you're given.
Many games turn into immense sessions of looting and with enough patience you can end with the most impressive builds.
None of that with Isaac. Options are limited and you have to build character and technique with the little you have, find ways to exploit the possibilities of your possessions.
so many possible item combos & multiple interesting characters.
my personal favorites are keeper & apollyon.
keeper 'cause i love the "money = life" aspect & the ability to check all of the shops right off the bat. maybe even buy something depending on the wooden nickle luck.
apollyon 'cause of the void. just love creating this over powered spacebar item that spawns health, chops off my head, spawns trinkets & melts all of my current trinkets.
the stat boosts are kinda ok as long as they all dont land in the ♥♥♥♥♥♥♥ shot speed. -.-'
also back in my civil service days id play this during the 9 hour train rides, 'cause its so easy to sink time into the game.
ive even 100% completed both pc & ds versions.
plus it's not entirely luck based.
The random factor increases long term motivation and replayability because every run is different. It is not about what the "best" choice is but about the challenge and getting every achievement. Losing an individual run doesn't really matter. Because of the random factor it is fun to try again and again.
But these are not questions of being correct or incorrect. It is all just a matter of how you feel playing the game. Either it is fun for you or it isn't and no amount of explaning or discussing will change anything about that.
Sounds like these games just aren't for you. Which is fine, play something else, more than enough stuff out there.
It's a relatively simple game play loop that for the price provides a lot of replay value.
Honestly, I don't like this game anymore. I hate how cheaply it kills or tricks you (for example: infinite keys? Holy chests only work once and give nothing. 99 coins? Beggar immediately kills himself with a bomb you can't move - and so on, and I hate that 9 out of 10 runs with the Lost I die because of enemies spawning on me unpredictably.
You can sync your game with your Steam achievements:
At the stats screen, pressing Alt + F2 will sync your unlocks with your steam achievements. Should you have steam achievements for secrets you haven't unlocked ingame, they will be unlocked by doing this.
While roguelikes are often advertised as having limitless potential for replayability, there'll definitely be a point where people can say "I've seen all this game has to offer". At least the most popular roguelikes have a limited amount of handcrafted content in them, albeit copious amounts of it. When I play a roguelike for the first time, finding out about all the mechanics and secrets and developing strategies around them is what's the most important thing, not "winning the game" or whatever. In The Binding of Isaac's case it's finding out about items, rooms, enemies, bosses and whatever secrets surround these.
I don't know how other people play through roguelikes, but in my case once I feel I've done enough exploration and experimentation on my own, I start reading wikis for more information. I'm not actually that much for finding things out by myself, so I don't mind spoiling myself in this regard.
Eventually there'll be a point where you've seen most if not all unique content that the game has to offer. At that point it becomes experiencing all the different interactions and combinations all the randomized elements have to offer, and utilizing them to reach whatever goals the game has set in a most efficient and, most of the time, fun manner.
Now, you talk a lot about these kinds of games just being a coin flip rather than skill. When you've done all the groundwork mentioned above, namely the exploration and experimentation, these games definitely become more skill-oriented. Most of the runs you will play won't fall into either category of "god-like overpowered genocide machine" and "trash that wouldn't even sell at a clearance sale", they'll be somewhere in-between. That's when you apply all the knowledge and strategies you have for the game: How to get the most items you can, which in turn heightens the chance you get good items, and how to deal with all the different enemies and bosses you will encounter. In this manner, the chance of runs that are utter trash will lessen, and better runs will start to become more common.
My previous run is a good example: I had one damage boost and two tear boosts going for dps, one of which was the 360 degree controllable tears, then it was just speed and health and the Gish familiar. At some point I got the Blue Candle which ended up doing over half more than my current dps, but was rather unwieldy. This run continued on until Depths II or Womb I, where I got a Joker card to an angel room where I found Sacred Heart, which instantly turned the tides of the run. I got lucky to get such an item, yes, but it wouldn't have been possible if I couldn't make use of the 360 degree targeting and the Gish familiar's slowing effect. Or the fact that I spent time to gather money and then going through shops for the Blue Candle, and going through secret rooms, challenge rooms and cursed rooms for other stuff and bombing tinted rocks for health.
When luck is involved, knowing how to manipulate luck is the key. Yes, sometimes you get a run where you're just so overpowered you wish you had been playing as The Keeper to get those sweet completion marks, and sometimes you just get so thoroughly penetrated in all possible orifices that... well, in my case I'll just quit for the day or just start a new run, depending on how I'm feeling. Bad runs have never been that much of a big deal for me, anyway.
It's interesting to me how you, and many others, and me, and again many others, got to such different conclusions when trying roguelikes. When I first played FTL, the very first roguelike I played, I had the time of my life finding out about all the things that can happen in the game despite dying so many times; it feels strange to see someone experience the same things yet feel so negatively towards it.