The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Heaven's Call [Solar Update](RGON)
 This topic has been pinned, so it's probably important
Ultrinik  [developer] Jun 20 @ 12:42am
Feedback and Suggestions
Write your feedback and suggestions here and made the world a better place. :smile:
< >
Showing 1-15 of 23 comments
Panspermia with multishot (such as from conjoined Azazel or Mutant Spider) and too high fire rate (such as from almond milk) overcharges the blood bank wayy too fast causing quite a few problems (In my last run when attacking anything [Literally, even with enemies with less than 200hp] I was overcharging the blood bank at least 10 times per second, causing massive lag)

I don't know why, but hearts were spawning even when I did not do close to 200 hp, such as attacking invincible enemies, and watching boss hp bars of those without boss armor, It appeared the heart spawning was being multiplied by my multishot and possibly even other tear effects (I also had Lachryphagy at one point)

It causes half hearts to essentially constantly spawn, making it essentially impossible to die, but more importantly in long bosses they fill the room and cause massive lag

Alongside this the double-tap lashing attack (Which I assume was copied from the enemy) creates WAYY too many particles sometimes, dropping my fps below 1 in a run I did earlier with conjoined, almond milk, azazel every single time I accidentally double tapped (which was a LOT because I also had the mark targeting so I had to keep moving the target to aim)

(The particle spam might be a vanilla problem with the enemy attack, but important because the enemy only shows up in some rooms, but the item is for the rest of your run)



If the item had some sort of time limit where overfilling the blood bank too fast threw out the excess charge and spawned the hearts slower (maybe 5 seconds in between for example) than I think the item would have been much more balanced and somewhat less laggy in the situation I was in, and If the flesh whip attack wasn't lagging my game to the ground I think I would have actually used the attack on purpose instead of avoiding it like the plague (but failing).

If the attack lag was fixed, then I think the item would have been desirable for me instead of a lag curse, and if the heart spam (I assume because of multishot somehow) and it giving value for armored and invincible enemies was fixed it might feel somewhat balanced, but still too strong for it's rarity and feel like a Q4.

This is because the item is wayy too good and does wayy too much for a Q3 item. It is essentially the entirety of Placenta (I would say Q2 for the regen alone) + a full heal + a chance to drop hearts when attacking enemies + a (laggy but strong) attack + a friendly enemy spawner

I feel like It would feel more like a balanced Q3 item if It JUST had the blood bank mechanics instead of ALSO having Placenta AND a full heal added on (notice that in issac many health items heal 1 heart, not full heal) but if the extra effects stay I think it warents Q4, which I think is fine for how it adds an entirely new mechanic to the character.
I think another one of the problems with the heart spawning ability is that overcharging the bank does not deplete enough (I assume the overcharge is when the equivelent of filling a 4th chamber), and maybe with low enough fire rate and no multishot problems this wouldn't be an issue, but I feel like if it depleted the entire bank (maybe spawning a full heart instead with a higher cooldown) it would encourage actually choosing between if you want the attack and summons or healing instead of basically getting both all the time
I feel like I would like it better if it was a Q3 active item that acted as a better Yum Heart, where once filled, the chamber could be emptied to activate a yum heart effect or it could passively be used to attack, encouraging spending the charges and making an item that provides an entirely new mechanic something that feels more interactive instead of just multiple different passive effects that will probably be ignored. I also feel like this would fit better as the UI element already overlaps the active item slot and it could just be used as the texture for the active item and moved.
Given the theme of the item though, I feel like the hp effects get in the way of the assimilation effect that it is based on, and it might feel better to lean into that more, and maybe have hp gain as a reward for having a certain number of fleshlings or something
This is one of my favorite mods from a game-play perspective but one thing that always bothered me about it is how it looks, conceptually it's on point but the sprites just look worse when put next to the regular bosses, I think it's due to improper shading and the animations having a less frames then needed, not to mention sliding different parts of sprites on each other (Uranus butt clap) or the over-reliance on sprite stretching (Jupiter).
Neptune (excluding the tornado) and the dwarf planets are a step in the right direction but Uranus is just ass (which is a shame because his death animation is pretty good) and the snake from retrograde Terra item just looks uncanny. (in a bad way)
I did not reach Sol yet but if he moves like Isaac's sprite from the true solar system challenge I'd say it looks uncanny in a good way.
:repenny::repenny:
maybe if it was an active, using it for attack/assimilation could instead give every enemy in the room an effect that lasts 5-10 seconds or something that causes them to spawn a fleshling when killed instead of using the laggy enemy attack
that would trade the attack portion away, which I feel like also gets in the way of the assimilation theme
I also feel like the item name might fit better with an item that spawned friendly enemies or projectiles that come from off-screen like a rain effect sometimes
Boardy Jun 24 @ 3:50am 
Using a Chaos Card on "Grimace" Terra should give you some sort of reward. Maybe spawn the Terra item or something?

Maybe make it so the fight ends early with no reward if you use Chaos Card on her first phase? (Using Chaos Card on her first phase right now just skips to the "Grimace" phase)

The thrown Chaos Card should also disappear when it hits Grimace Terra instead of going through her. (Kinda like how Great Gideon does when you use Chaos Card on it)

Lastly, I think there should be sound effects or particles when the Chaos Card death animation happens like with Great Gideon. (Currently, it seems to be completely silent)
Ultrinik  [developer] Jun 24 @ 5:32am 
Originally posted by the7screw:
This is one of my favorite mods from a game-play perspective but one thing that always bothered me about it is how it looks, conceptually it's on point but the sprites just look worse when put next to the regular bosses, I think it's due to improper shading and the animations having a less frames then needed, not to mention sliding different parts of sprites on each other (Uranus butt clap) or the over-reliance on sprite stretching (Jupiter).
Neptune (excluding the tornado) and the dwarf planets are a step in the right direction but Uranus is just ass (which is a shame because his death animation is pretty good) and the snake from retrograde Terra item just looks uncanny. (in a bad way)
I did not reach Sol yet but if he moves like Isaac's sprite from the true solar system challenge I'd say it looks uncanny in a good way.
:repenny::repenny:
While is true that the animation style differs from vanilla, that's something that will not change. The animation style is consistent inside the own mod, which I think helps with identity to a certain extent, which I think is cool.
Ultrinik  [developer] Jun 24 @ 5:33am 
Originally posted by Boardy:
Using a Chaos Card on "Grimace" Terra should give you some sort of reward. Maybe spawn the Terra item or something?

Maybe make it so the fight ends early with no reward if you use Chaos Card on her first phase? (Using Chaos Card on her first phase right now just skips to the "Grimace" phase)

The thrown Chaos Card should also disappear when it hits Grimace Terra instead of going through her. (Kinda like how Great Gideon does when you use Chaos Card on it)

Lastly, I think there should be sound effects or particles when the Chaos Card death animation happens like with Great Gideon. (Currently, it seems to be completely silent)
Yeah, I kind forgot to implement the Chaos Card death on Terra...
Ultrinik  [developer] Jun 24 @ 5:34am 
Originally posted by Magicalbananapi:
I also feel like the item name might fit better with an item that spawned friendly enemies or projectiles that come from off-screen like a rain effect sometimes
Wow, that's a lot of feedback for a single item, I will take it into consideration and do appropriated adjustments
How is the gigantic rooms even possible
Ultrinik  [developer] Jun 24 @ 8:13am 
Originally posted by Glitc H POKe:
How is the gigantic rooms even possible
Get creative with Rgon
the7screw Jun 24 @ 11:57am 
Originally posted by Ultrinik:
Originally posted by the7screw:
This is one of my favorite mods from a game-play perspective but one thing that always bothered me about it is how it looks, conceptually it's on point but the sprites just look worse when put next to the regular bosses, I think it's due to improper shading and the animations having a less frames then needed, not to mention sliding different parts of sprites on each other (Uranus butt clap) or the over-reliance on sprite stretching (Jupiter).
Neptune (excluding the tornado) and the dwarf planets are a step in the right direction but Uranus is just ass (which is a shame because his death animation is pretty good) and the snake from retrograde Terra item just looks uncanny. (in a bad way)
I did not reach Sol yet but if he moves like Isaac's sprite from the true solar system challenge I'd say it looks uncanny in a good way.
:repenny::repenny:
While is true that the animation style differs from vanilla, that's something that will not change. The animation style is consistent inside the own mod, which I think helps with identity to a certain extent, which I think is cool.
that's a fair point, after looking more at the animations I think the most pressing matter is syncing the animations to be more aligned with the attacks, this does effect game-play, the overuse of bobbing and bouncing also makes it difficult to "read the boss" maybe making them more subtle would help:repenny::repenny:
< >
Showing 1-15 of 23 comments
Per page: 1530 50