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
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.
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.
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)