Back again.
Even with the speed-up feature days take real long regardless, can be annoying when are guaranteed to bust through early on, but the chaos is fun.
I'm saying especially the first day, as you need to complete it to get an item, nothing interesting happens, in base Isaac even though you started with nothing you'd have different characters and could find pickups or whatever. If the base baby slot count is 5 then you could get one baby from the get-go instead of waiting, I guess.
Also the whole shop and/or obtaining passives needs a rework, money gen is already really random, there's a well chance that you cannot obtain a rare after the first boss, and some common items are even far better than rare ones (E.G. the bean that moves back enemies when a babies die, there is a rare costing 3 times that amount that accomplishes the same thing, but when they spawn. There is no reason to get that rare. And then you can only get one charger replenishment for the cost of a rare, or 3 whole great common items. If there was a baby that generates money I don't know of that'd instantly turn your run into obtaining as much dosh as possible, with you always wanting that baby filling up a slot, reducing choices and incentivizing the same lame 'ol strategy.
Pill baby is poopoo why would you use him.
-- anyway, my ideals for slots that probably won't get added because of your game design or whatever. Far off from now --
- You start with 4 slots, but get 5 after the first boss.
- You start with 5 slots. Perhaps with a baby selection pre-run.
Then I thought, because after you loop you don't get a baby selection you get a 6th slot, this slot automatically picks a random baby in your arsenal before the round. Or possibly just to make the game harder you don't get an extra slot and it just forces you to do whatever heheheh.
Of course there'd be the shop slots, backpack is well, but could possibly be another common item that randomly chooses one from your arsenal.
Therefore:
- PvZ (6 slots)
- PvZ + full drip (10 slots [no need holy moley])
- PvZ2 + full drip (8 slots [haha you have to pay real money])
- I. Rule Beginning (5 slots)
- I. Rule Loop (5 slots, 1 random)
- I. Rule Very luck + full drip (7 slots, 2 random)
This is still less than the amount of slots you'd get in PvZ so attention can be brought forth to your quirky active items, fellow game designer.
Maybe backpack could instead give to active slots (alternating) like in base Isaac, and the slot increase would be something else, would be a very fun 'OP' run if you got such a thing, but getting fun 'OP' runs is the point of Isaac.
If there was wet water levels far later on in dev (good job nice :thumbsup:) then a slot would be force filled with a lily alternative, I guess.