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Oh, I appreciate the youtube song. That really explains it, smartass.
whoa whoa, amnesia stops you from looking at your arm and seeing blood dripping, how exactly?
the map going invisible totally makes sense, but health, err wat.
Do I really need to explain that games aren't the same as real life? The Binding of Isaac is not meant to be realistic in anyway. You'll find plenty of things that make less sense logically than amnesia making you lose vision of your health bar. For example, eating rotten meat gives you HP up.
I doubt they would change that, I mean it only lasts for a floor. Besides rogue-likes are supposed to be annoying and infuriate you. It was definitely intentional and will be kept that way.
Then it's achieving it's desired effect. It's not supposed to be a pleasant effect or fair. It's supposed to make taking pills a risky thing to do. I realize that can be annoying, but that's what it is meant to do, and that's exactly what it does. All I can suggest is to be more cautious about taking pills, because I doubt it'll change anytime soon.
Also, just because its a design decision made by the devs does not mean it's a good design decision. Take SAW II: Flesh and Blood for example, where button mash prompts are deliberately slowed down so as to create artificial difficulty. That is an objectively bad design decision, purposely punishing a player for being more skilled at certain feats is unarguably terrible.
I'm wondering if you've ever actually played any roguelikes at this point. Removing vision of your health bar for one floor is a relatively mild punishment. I've played roguelikes that would just outright kill you or give permanent stat losses for eating something you randomly found. I mean, Amnesia is literally an effect that you can completely negate just by using your own memory. "Okay, I'm about to take a pill. Let me check my health and the map. Now if I get amnesia, I know how much health I have and where I am." I'd much rather have amnesia than pretty much any other negative pill effect, like hp down or tears down.
Also, I'm not saying it's a good design decision simply because it was "made by the devs". I'm saying it's a good design decision because it functions exactly how it was designed too. It was meant to be a risk of taking random pills and act as a deterrent to players who randomly take pills. It's a risk vs reward thing. It accomplishes exactly that.
Also, I've played many roguelikes. Dungeons of dredmor, bionic dues, nuclear throne, both binding of isaacs extensively, etc. I've probably played even more roguelikes and don't remember them as well. But, I know what I'm talking about when I talk about roguelikes.