You can replay Isaac getting dropkicked when you die by right clicking, at least in my instance. Do not remove this.
The Binding of Isaac fangame, heavily inspired by Plants vs. Zombies · By
So, the game crashed with an error.
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FATAL ERROR in Vertex Shader compilation
ShaderName: shBlackNWhite
memory:67:22: error: syntax error, unexpected NEW_IDENTIFIER
at gml_Object_o_card_Draw_0
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Triggered after starting a new run and "Ready, Set, CRY!"
Tried to use an emulator to play this, but the game worked alright with the menu and getting in the game, so I don't think it's that.
Поиграл, пока открыл, согласно статистике, 64% контента.
Альфа балдёжная и потанцевал огромный, но есть пара претензий.
- В pvz кайф был в комбинировании. А тут всегда слотов не хватает, нужен чадик + кто-то атакующий + зачастую кусок мяса (без которого на уровнях с например подземными червями просто невыносимо). И вот уже почти все слоты забиты, это руинит тактический простор.
- Сильно не хватает горячих клавиш для лопаты и активки.
- Мне искренне не нравятся рельсы с вагонетками. Это любопытно первые разы, но потом просто бесит что куча слотов ими перекрыты.
- Испытание №5 рандомное и душное. Прошёл, но нервы потрепало.
- Пауза на пробел закрывает само поле битвы, неудобно.
- Было бы здорово чтобы была настройка или горячая клавиша чтобы видеть здоровье своих бебиков, чтобы было понятно когда их лечить пилюлей. А то только по мясным кубам и сочащимся коконам можно понять когда у них мало хп.
- Игра запоминает какой язык был выбран ранее, но пока не может запомнить настройки фуллскрина, и открывается всегда в окне.
- Супер мелкая придирка: во время босс файтов, когда есть несколько бебиков в запасе, и когда я ставлю горячими клавишами одного, следующего ставлю не того кого хотел, потому что они, и клавиши под них, сместились. Для меня было бы удобнее чтобы во время босс файтов были обычные пустые слоты, и если бебик поместился в одном, то он и останется в нём при установке других бебиков.
Mines I start of the last wave
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FATAL ERROR in
action number 1
of Step Event0
for object o_sorbet:
Push :: Execution Error - Variable Get 106155.totalwaves(100243, -2147483648)
at gml_Object_o_sorbet_Step_0
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on the first wave in mines
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FATAL ERROR in
action number 1
of Step Event0
for object o_sorbet:
Push :: Execution Error - Variable Get 105355.totalwaves(100243, -2147483648)
at gml_Object_o_sorbet_Step_0
############################################################################################
Not sure what exactly happened but a few rocky poops kept pushing my defences and it somehow misaligned the grid slightly downwards and to the right, it was on the first loop (after beating middle horn once) in the second level of the ark.
Also i feel like allowing the player to get more babies after looping would be nice, maybe just make it so you get one in the shop that you can buy after a boss?
(And might be just me but i feel like mulibooms and the rock poops are a pain to deal with and there is entirely too many of them)
whenever i try to start a run i get this error, please fix because i love your game<3
___________________________________________
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FATAL ERROR in Vertex Shader compilation
ShaderName: shBlackNWhite
memory:67:22: error: syntax error, unexpected NEW_IDENTIFIER
at gml_Object_o_card_Draw_0
############################################################################################
Minor(?) Bug: Occasionally, Spider Baby's shot just... stays right above the ground, until another enemy hits it.
Update (?): Possible cause found, when the Spider Baby's shot hits an enemy that blocks lobbing shots, if its at the end of the track, the shot will just keep bouncing until it eventually "hits" the ground, without actually hitting it.
The baby slots feel very limiting, maybe you could buy extras for 99 coins at the end of a chapter instead of gaining one from a single item, of course the difficulty should be tweaked to accomodate the mechanic better, another idea, instead of it costing 99 coins extras could cost something like 50 or 60 and go up every time you bought one
First of all- I can’t seem to figure out how Sanguine Bond works? The spikes don’t appear in front of my offensive babies like it says. Secondly- I feel that bosses need to tone down the attacks until you have received a few towers to place. Rag doll in particular loves to spam enemies before I have even gotten 1 tower per lane she’s sent attacks to.
Just starting a run instantly results in:
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FATAL ERROR in Vertex Shader compilation
ShaderName: shBlackNWhite
D3DXCompile failed - result
at gml_Object_o_card_Draw_0
############################################################################################
this is pretty easy to fix
info in this link
https://steamah.com/shadowrain-d3dx-compile-failed-error-fixed/
I just got 3 same items after a boss. 3 red shovels. I am after Ragdoll boss (loop2)
when I try buying them they dont change to OUT OF STOCK
meabe its because I got all items and it resets to nr.1 id item which is possibly red shovel?
when I click continue then it shows an error:
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ERROR in
action number 1
of Step Event0
for object o_reward:
Wrong argument types for ini_write_real
at gml_Script_save_run
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_save_run (line 0)
gml_Script_start_new_level
gml_Object_o_reward_Step_0
I have done 5-6 runs by now and im really liking the game, however the one thing that seems to make the game impossible to win for me is the procetile spamming hardhats.
Once theystart shooting(triggered by either a cube of meat or an mystery egg spawn) they will wipe out pretty mutch all the defences in the neighboring lines before dying, their knockback amplifies this problem making them get behind enemy units and stopping any attempts of blocking their shots with an well placed cube of meat. I think making it so that they keep on advancing while shooting instead of basically going backwards might fix this. They are pretty mutch the single thing that has killed me every run.
Also the stone mask enemies dont seem to attack when next to your units they just stand there, im not sure if this is intentional or a bug though.
ItsYaBoi4455 (and probably others have already mentioned it) but I'm making my own post about the limited baby slots because idk, I have my own special baby boy take on it. I have now played the game a good bit and looped a few times and I think that four slots is pretty reasonable for how the game is now. Should it expand it will absolutely need more baby slots but as of right now I think that at most one more baby slot should be available and should be balanced in a more specific way than just money.
I think the second addition baby slot should take up your active item slot.
IE: once you buy the backpack the first time you can buy like, Pandora's box or something like that which will then allow you to - before starting a fight - select it as your active item. When you do that it you can select an additional baby to take into the fight. I just realized it could maybe be an active with a super long charge which will just place that baby for free, but I'm worried that might be either over powered or under powered. either that, or just you can buy that baby with hearts like normal.
I do think baby slot upgrades should be guaranteed (if they aren't already) with maybe backpack after floor one and "pandoras box" is guaranteed after floor two (or maybe after three so its an upgrade that's only available for looping), either way I do agree with people asking for more baby space but I would absolutely want it to be something you have to think about instead of just being a required upgrade. The game is already really neat and absolutely has a place as a hard rogue like take on the PVZ formula so I'm excited for more!
At the game over screen, by clicking a bunch of times you can replay the animation of Isaac getting kicked, it may be a feature? I'm not sure, since when you do this, the text under the big game over letters is different everytime, which I had never seen before, I always got the phrase "It's not your fault.." whenever I died.
(Call me a conspiracy theorist but there may be an Easter egg here?)
Alright by far Challenge #5 is the hardest one of them, but I feel that this isn't a skilled based one, so far everytime I have died it's all been caused by one enemy: Flies. I think they are simply too fast for the first shot of a wiz/Loki to catch up with them, they only start dying when the baby is already shooting at something else on another tile, of course this is just a problem on the spiked filled lanes, middle two flies just die when they touch a tower. When one of them reaches the end, you're gonna be praying that one of the lokies' backshots hits them or else you're doomed the next second.
Is it possible to remove them entirely, or at least tone down on the amount that comes from the sides? I think asking to change how fast babies shoot and how they detect enemies might be a tad too much right now, so I'll leave that out of my suggestions for a fix of this challenge.
i kinda wish there were a way to upgrade the amount of seed slots we get, instead of just the four we are given for the entire loop...
-> c.h.a.d. is an absolute must for sun production
-> bob's brain is another must-have, since a lot of the better units are way more expensive, and require a c.h.a.d. spam gambit
-> you're pretty much left with two slots for other kinds of units, one of which is probably instalocked to cube of meat's defense (which. given that a lot of enemies can instakill, makes cube of meat kinda bad after looping)
i'd totally be fine if you could only buy one additional seed slot after looping the game, from the item shop at 99 coins, similarly to replenishing lawnmowers after a boss battle
addendum:
the hardys are stupid overpowered, and even two of them can easily break a run, let alone the many that are spammed at you...
i wonder if they break after three charges like usual? it doesn't really feel that way...
Red Flies(?) Will use their flying ability to go over spike traps which would not even hurt them, thus flying over the entire map scot free. Also they just bloody suck in general, they are much more OP than the pogo or flying zombies in PVZ, as those had simple counters, and could be hit while flying over plants.
Lobber babies are not that useful, and all are rather weak.
Poop pushed onto walls should damage them, but not literally push the whole line, without Sanguine Bond or spikes they just destroy everything as they hide behind other monsters, pushing everything off the map. Even if they are killed it is hard to fix the damage as it means replacing almost the whole line. RIP if it happens on multiple lines at once.
Please more slots, or the ability to get more. PVZ excelled in complexity later due to having lots of special enemies and lots of slots, that still limited the player. Having essentially 1 or 2 actually combat babies is just annoying as hell, usually I have a cheap one that gets replaced with the second more expensive one, or two that just fill one or two lines each. Also it makes gimmick babies basically unusable later, as shields and heart producers are required, and the later levels go too hard to have just one offensive baby.
Oh and perhaps they should be called familiars and not babies, as a literal pile of meat or spikes are not even babies at all.
bug / glitch - I was playing I.RULE and I was at the Ark II and when i killed the last enemy it didn't end the level and I was just sitting there waiting for 5 mins and nothing happened. (This is on version 0.1.2 Alpha btw) Plz fix this thnx *also note this game is sick so take your time to make it even better*
This game plays and feels really good! Music and sounds are top. As someone who played both PVZ and BoI religiously it was really enjoyable, I feel the blend of the 2 games (plant row defense + roguelike unlocking various babies) works well together!
Few comments though, which may or may not be based on my skill level...
- Heart drops can sometimes be hard to see quickly due to the fact they blend in with the red babies, so i often find later in the game I will miss a lot. Maybe a different shade of red or something else to make them stand out?
- The Stone poop enemy seems a bit overpowered, especially when there are lots. Its got high health with the ability to push whole lanes back, pretty much killing everything without any hard counter. I might just be a bit rubbish and need to learn the enemy but it seems way too powerful!
- Definitely needs more than 4 slots, or an easier way to unlock additional slots (maybe having the option always present in the shops but at a high price?) Though I beat 2 cycles without it, it meant I had to rely on the same 4 babies throughout which didn't feel as fun, and a bit challenging when there are multiple enemies where specific babies are needed (i.e. red flies).
- Found that the bean(?) active item was a bit OP and recharge time was fairly quick? It made my runs easier so i cant complain, but it meant I never needed another item. I suppose in a way thats the point of these roguelikes, randomly find an OP item and cruise through to the end!
- the freeze shooter enemies (sorry cant remember name!) play out a bit weirdly, when using the bean on these enemies they seem to permanently stay on screen, which appears helpful but they dont seem to do much damage and cover the screen making things harder to see (as well as lots and lots of sounds!).
Again might be based on me getting used to the game and learning the enemies but hopefully at least some of these points will be helpful!
Hi, I just beat Loop 3, and i have run out of items to buy, so when i reach a shop, the game crashes
this is the error message:
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ERROR in
action number 1
of Step Event0
for object o_reward:
Wrong argument types for ini_write_real
at gml_Script_save_run
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_save_run (line 0)
gml_Script_start_new_level
gml_Object_o_reward_Step_0
This game is pretty fun but there are some iffy balancing decisions, bosses are way too punishing, leading to fights that can end almost immediately. Charger Tokens are too expensive, to the point where I never buy them. The amount of familiar slots you have is nowhere near enough, especially for later in runs (I know Backpack exists but I've only ever seen it once). Also, Brother Bobby is a little bit too weak, meaning eventually most boss fights become "get lucky spawns with the first handful of B. Bobbys until good babies drop."
bug: wiz baby doesn't shot backwards when using flip
when i was playing on the mines, i got in a fight with the boss there, betwen the babies spawned, was the wiz baby, which i placed on a minecart, during the battle, some enemies when to the last rows on the back, so i fliped them in hopes they would hit them enough to kill them.
but, apparently, not matter if you use flip on them, the wiz baby will shot foward... well, diagonally foward.
There's an issue in which the hologram babies from able can be frozen. I don't think it should be able to do that. I also found a weird glitch when enemies go through portal tiles and they exit out of one, they no longer eat the babies on the row they land on. They just walk through. Might be a weird hitbox thing after they go through the portal.
great update tho it now doesn't take too long to start
I know im bad a videogames but, getting spammed by hardy's and the ice man and sperm whales all at the same times seems a bit much. I need to place stuff to stop the icy bois and sperm whales but if I do so I die to hardy's. Not to mention constant spam from all of them by the time. I got to the final wave but died because all of my chads died to sperm whales and hardy's. While ice men just killed all of my defensive units and was starting to freeze my attacking units too. The problem was I couldn't pick any counters, because I didn't have any slots, I do not think you should increase the slots as you need to get a little creative, but sometimes it just seems the game can throw too many things to counter (This was Ark 3 on the loop). Also theres a bug with hardy's, it seems to happen with spikes and minecart paths, but when they ram into your units sometimes it pushing stuff slightly down in the grid in that row no too much to be in the next row though, I am pretty sure it's only visual. Also why can the game spawn multiple sperm whales, in most of the lanes? (The same goes for hardy's by the end of the game most of the lines were filled with at least 2 of them.) Some weird change I might make is changing the cube of meat into ball of bandages (If it doesn't already exist) sometimes I place chads instead of cube of meat because when you need to spam out defenses they can look very similar.
(My English is suck, so i use gogle)
A little problem
you see, dear writer, I don't know where did your inspiration come from, PVZ1 or PVZ2?
for 1, due to it is linear level, your plant can hard-binding zombie(I don't know how describe it abstractly), like split for miner, clover and cactus for balloon
for 2, it is not linear level, plant can binding zombie so.......hard, if you not have clover, but you have high attack, you still can defeat balloon
but in this game, I see monsters hard-binding babies like 1, but it is not linear level like 2, so i want know where did your inspiration come from
like, everyone say, red fly, if you not have a throw baby, only shoot it, one or two wave will be fine, but when you need face more enemies, it up→flyyyyyyyyyyyyyyyyyyyyyyyy→down, and you will lost, so you must have a throw baby
for PVZ2, the fly zombies, they up→fly→down, one by one, whether it face a whole line plants or interval plants, so even if you only have shoot plant, you still can defeat fly zombie
"'ve just never encountered this problem" is not mean this problem is not existent, and i am not sure what you mean " block the enemies that block your shots", you mean kill that? Or use some baby like "Cube of Meat"? Whatever which is you choose, they all lead to you place more baby in a line and plums will easy to fly
https://gfycat.com/ConsciousAncientFlatfish idk what caused this but i used monster manual on the cart and rubber soul was placed on the track
possible bug: bullets of enemies that shot in 3 lines (forgot the name) are affected by multidimentional baby
on the longest run i had got for now, using a build with multidimentionall babies on front, when certain enemy shot, it's bullets was affected by the multidimentional baby, meaning that those bullets duped, causing a lot of damage, just 2 of those guys were enough to literally erase most of the board.
Doctor Hummer knows about this and decided to leave it in as an anti-synergy of sorts. In the future, maybe place defensive units of some kind in front of the multidimensional babies. Or maybe just not include multidimensional baby at all if the preview of the monsters shows that those shooting guys will show up.
I said it in suggestions, but I do feel like we need more Baby slots or ways to get more baby slots, just to allow more forms of strategy and ideas while allowing more difficult enemies as well.
Also, Things like dirty mind will trigger Mulibooms to go off which will kill spikes, but just killing them doesn't kill spikes, so I don't wanna take dirty mind now
Time to parrot what many already said:
1) The Plums (red lvl2 flies) are really annoying to deal with if you didn't get a lobber baby or the Bean. I guess they're based off of the Jetpack zombies from PvZ2, but those can still be hit by straight shots when flying above plants, and they also have more counters (Tall-nuts, Infini-nut's plant food, blovers/hurrikale, etc). The simplest way to fix them would be to let them be hit by normal shots.
2) The Hardies, Stoners and Sperm Whales have waaaaaay too much health like holy hell. Moreover, they don't care about status effect or knockback, which makes it even worse! And both hardies and sperm whales will instakill plants...
2a) I'd definitly reduce all of their respective health, they're damage sponges.
2b) For Sperm Whales, I'd make them susceptible to status effects/knockback, because they're awfully fast. Also, maybe they could drop 50 hearts when killed after eating a baby? They're so buffy it's impossible to kill them otherwise.
2c) Hardies should probably take damage when bashing against babies (similar to their TBoI incarnations, they could hits obstacles 2-3 times before dying).
3) Babies should definitely drop faster during bossfights. Either that, or you start the fight with 2-3 brother bobby in hand.
That stone immune every effects including freezing and knockback is really annoying. Maybe they should get more slower.
btw, how about that the big fly would stop to have a rest after passing few babies? they can have more health instead. the only solution of the big fly now is to kill my baby it is going to past, that really sucks.
Besides, the rail in level Mine that can't be set baby on drove me mad. I only set Lil CHAD on the whole column that has rail on it, just wanting to make the screen more beautiful.
Finally, have you ever thought of making a Chinese translation of the game? There I introduce an up ( uploader in bilibili ) to you, who has already translated the game into Chinese:https://www.bilibili.com/video/BV11a411k7oo . This is his video about it.
i like the game but i think automatically having little chad in a slot and 4 other slots for babies would make more sense (also probably a shop item that lets you have a holy mantle-like protection for the door so you have an extra try if an enemy gets through) (also another shop item idea is one that decreases the placement cooldown by like 10%-15%)
the less babies cooldown should be an extra effect that the stop watch should have, because 99 coins for just a slow motion button doesn't seem worth it to me, most of the time I even forget that it's even there, either that or the stop watch should make enemies move and attack slower, not too much, but like a 10~15% would make it deserving of being a tier 2 item, even more with competition like the battery or schoolbag
It feels unintuitive that the Snowglobe doesn't affect Mom's Hands at all, since knowing their PvZ equivalents (Freeze mushrooms and Bungee Zombies) one would expect the Mom hands to get frozen or at least slowed down. It feels like there is already very little counterplay against the Mom Hands, so having them be slowed down by the snowglobe, or frozen for a short time, could be a good improvement.
Just a quick list of everything I could think of during the first 2h of playing:
- When I go into Fullscreen and try to move the game to my 2nd Monitor with Win+Shift+ArrowKey it doesn't work. first moving the Window to the Screen and then switching to Fullscreen doesn't work either. Windows 10.
- Windowed Fullscreen would be nice
- a way to mute/unmute the sound/music without changing your volume would be nice.
- the red Hearts are sometimes hard to see since the babies are also red.
- Since you only have 4 Slots trying out new things is extremely punishing. Every time I tried some new combinations I instantly struggled with them and lost maggots because of it. Given I'm not a good player yet but it very much encourages you to just stick with what you're used to.
- I personally don't really like that the maggots don't respawn at all.
it causes my (very bad) laptop to over heat and losing chargers feels a lot worse than it is because i feel like i have to replenish it or else so while waiting for (and during the) next boss fight i prioritize defending that lane causing me to lose more chargers and gets more frustrated . so basically it's more my laptop and mind than the game and this has been a waste of the time of any one who actually reads this.
and i guess my self too but i also got to type a large wall so not much loss on my side only on any readers side
Please doctorhummer for whatever you want, put a translation of the game in Spanish jj I speak for all of us who know third world level English :3 but otherwise you are incredible, literally more than once I have to guess what the objects do ajaj literal I already bought objects that I couldn't use XD
hello I hope you can read this, I have a problem regarding the aesthetics of the game, I don't know if it's because of my laptop or if it's a problem with the game in terms of rendering the quality of the babies and the game in general since this is it looks blurred and not pixelated, that is to say that the pixels are blurs, in the case of babies and enemies only some of their wells are pixelated but the rest are blurred, I don't know if I'm making myself understood, I don't know if I'm the only one with that problem. PS: I don't think it's DIRECTX since I have it installed and updated. thanks for your attention :3
Got a crash on Loop 4 Middlehorn fight. On version 0.1.7.1
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FATAL ERROR in
action number 1
of Step Event0
for object o_tear:
Unable to find any instance for object index '275037' name '<undefined>'
at gml_Object_o_tear_Step_0
############################################################################################
Really love the game btw !!И так.Я хочу высказать по поводу анлока двойного чада
Доктор Хамон(и пофиг что Хуммер) ты сделал самый сложный челлендж в моей жизни.Первые 2 этажа сосут,но вот начиная со 2 ковчега...Чем ты был так расстроен когда делал этот анлок?Что тебя сподвигло на это?Я просто не понимаю...
Ладно бы большие волны монстров на тех двух уровнях...НО ЧЕРТОВЫ РУКИ!!!ЭТО МЕШАЕТ!!!ЛУЧШЕ УЖ БЫЛ БЫ 6 ЧЕЛЛЕНДЖ ЧЕМ ЭТО!
Но тем не менее,спасибо за такую крутую игру и когда 0.2.0?
Hardies are INSAINLY annoying and have solo ended EVERY ONE OF MY RUNS. multiple times I'll be doing great and then 3 frozen gapers will drop into one lane with multiple hardies and nothing I do can save me despite using ghost, lobbing and parasitoid babies. They need to not instant kill the entire lane, instead they should act like regular squirts except they do self damage when they run into things (like in repentance) and can only push frozen things not just regular babies.
LOVE the game, H A T E the Hardies.
hey so, the only red challenge its kind off unfair.
its extremely luck dependent and it isn't clear what thing is red and whats not (more to a colorblind like me).
i think the challenge should be "beating a level only placing red babies" and not "beating a level having a deck with only red babies".
i know that would make it easier, but restarting the first level over and over to get lil loki or spike baby just to then not get the other one later isn't fun.
after unlocking the deserter i can safely say that is the worst unlock (i haven't unlocked double baby, maybe is more tedious). its too rng dependant, yes eventually you will get lil loki and spike baby, but that is only if you always choose the hidden option when you dont get them wich means that you will probably won't have a good deck by when you get it. i had to do a whole loop just to get lil loki, and before that i had to be like 20 minutes just reseting until i got spike baby as my first baby.
i hope the deserter is good enough, because it was REALLY tedious to unlock him.
Please, could you make another toggle (like adding a keyboard -related toggle) for rotating the shapes in the new challenge?
Since I'm on a laptop, I have a touch pad instead of a mouse, so I can't rotate the shapes (don't have a wheel).
The challenge is doable without (I just did, lol), but it's definitely harder, and it doesn't seem right...
The biggest issue I am having is the sheer amount of bulky enemies that are thrown at you in The Ark after the first loop (Hardies, Hardheads, Whales). I think reducing their health or speed would be a really good way to balance it.
Or, as people above have said, make it so that the Hardies take damage when hitting babies. They are the most annoying enemy in the game (for me anyways).
Been loving the game a lot, it is really great and I look forward to seeing it grow further. I have found two issues. First, sometimes while mid-level the game freezes suddenly while fullscreened (that's how I usually play, not sure if it has to be FS'd), and nothing I do will let me leave the game. Not Control + alt + delete, not the windows button or anything, a computer restart seems to be required. I don't know if crash reports are a thing or not since I have to close everything to regain control. Second, during the third chapter, I have had three instances of enemies coming off of teleporters in-between lanes, where they would not stop to attack anything but could usually be shot. First was a gaper, killed it, second and third were hardies?/the stone poop enemies, each making it to the end in the same lane, one to get the charger and later another to finish me off. I had the stopwatch activated during these incidents, might have been a weird momentum thing pushing them further up than intended. I could imagine that the stone enemies' charging into the teleporter could have done something, the gaper might have been pulled into the teleporter by a stoner? That's what I've got, hope it helps.
I'm only on my first playthrough, but as a PvZ fan, I LOVE this game so far. I have some critiques, though:
Again, I love this game so far. you combine so many elements of PvZ 1 and 2, and renovated the mechanics, to make this game so much fun to play. These are just some suggestions I have on first glance
not sure if it was intended or not but i used the d6 before mines 2 in the first loop and the screen just went black, there were no picks for me to choose from and all i could see was the broken d6, thankfully it did progress after a bit; i'm assuming it happend because i encountered every baby option at least once before.
The game is slower then before after the 1.8.2 update + when i loaded my run then ALL of my starting babies were just like. gone. Very sad because i was using a strategy with Cube of meat in it (Also like, loss of Little C.H.A.D. but i have Double baby lol also the loss of Bob's brain and B. Bobby but i'm in the 3rd loop soo yeah lol.)
Currently there are only two things i dislike in game.
1. After first boss, player gets in shop, and there are never 99 coins gathered at this moment, so why irritate player with listing useful thing 99 price, if garanteed player wouldn't be able to buy it?! Plus, as i noticed, things that were not bought will not appear in next shops, so it's sure "item lost for this run".. Especially it irritates when later you have more money than can spend, but those "not-bought" things are lost.
2. Pills mechanics. Each run they change effect - fine. but why there is no way to see description before picking one, when i already checked what it does and know the effect? Eventually it comes to figuring out the colours of 1 pill i feel useful for this run, and skipping all others = not fun.
Yet, i don't understand abilities of some:
-Faster speed doesn't seem to do anything(though in theory should be cool faster shooting buff);
-Slower speed as i understand is a de-buff, so just irritates by mere existence;
-Something wrong feels like mutator, changing baby behaviour - interesting idea, but as it's difficult to figure out if it won't make good baby into crappy one, i just skip all these.
BTW, am i right that heart producing baby is not influenced by pills? Feels like this, neither Faster speed nor Power pill make one produce more hearts.(shame)
Here's what all the pills do, if it helps.
Power Pill: Has different effects for each baby, but mostly boosts their power.
Speed up: It does increase the speed of babies, you probably just can't notice.
Speed down: is a negative pill, like the ones in Isaac.
Percs!: Gives a shield to a baby, that can take extra damage, as well as block instakills (same as Book of Shadows)
Something's Wrong: Causes a baby to shoot a random tear from a pool of all tears in the game (except crispy baby shots because of a bug). Best used on brother bobby.
Full Health: Self explanatory.
All the pills other than something's wrong do work on heart producers, including power pills, which make them give 75 hearts.
As for shops: In my experiences, I have actually almost always had over 100 coins, especially on the first floor. Assuming you keep all chargers (which you should on the first floor), you will get 72 coins from them. Then, you get what seems to be about 20-25 coins from the boss. This should bring you to over 90 coins. The fact you haven't had enough means you probably haven't picked up coins on the floor, either because you haven't noticed them, or because you've gotten extremely unlucky and none have spawned. Coins can drop from poops, enemies, and three drop from yellow champions, and coins can be pennies, nickels, and dimes. You would need to get 2-7 depending on which of my estimates for boss drops are right.
Getting a 99c item may not always be the correct choice anyway. For instance, due to only one negative pill currently being in the game, Phd is pretty unhelpful.
I hope this helps!
Thank you for descriptions, kinda true i didn't notice effects of some pills, though specifically tried checking. For example placed two similar babies next to each other and pilled one - only Power, Health and Shield are definitely noticeable. Well, will have to trust all Do work.)
Probably true, i was unlucky to get spawned coins or missed them under enemy wave/many actions at the same time. Still flaw of "what wasn't bought is lost in next shops" remains, and definitely player can't buy a lot in first shop, while later will have expense of coins for nothing to spend. So it could be cool if items either reappear in next shops, or there appeared some extra options. Like say pay some reasonable price to re-roll shop and get more items right away.
In 0.1.9, if you collect a card and inmediatly select a baby with the numbers key right as the card is being dragged to the left side, then you will not waste the baby you selected, you essentially get a free baby wihout using the card every single time you select after picking a card quickly in the Boss fight
Hey!
I have had a bug recently where when you pick up a pill, it just becomes a new pill and you can pick up as many as you want, like an infinate pill! I checked it out and it seems that if you have a full pill inventory and pick up a new pill, it doesnt want to disappear. So if you use a pill and then pick up the pill again it disappears
i have 0.1.8.4 Alpha version
love the game! 10/10
Its a feature, its supposed to stop people from just using the two and pushing back EVERYTHING in their path.
Also like reason: Naked = available to get frozen, slowed or other effects. Rock = protected against wind, fire, ice and more.
Get it now? (Also the stone enemies are made to COUNTER babies who inflict effects on hit.)
Although beating the three chapters without lil CHADs is a pretty fun and difficult achievement, I feel that maybe it's a bit too much just to unlock a baby that just gives you twice as many hearts. Maybe it should've been an ingame 'challenge' where you just beat The Ark III without heart producers, that way it'd keep the challenge without forcing the player to go through the entire game.
Either that or buff Double Baby so that there's more of a reason to want to put so much effort on unlocking it.
I'm saying this because I lost right at The Ark III and i'm sad :(
Felt kinda same same upset, 'cause double-CHAD is long challenge , but baby isn't really worth the efforts.
Instead of waiting same time and getting 2 hearts, i'd much more prefer getting one heart 2*faster.(especially as at high stages there are only 6 heart slots available, and waiting long/getting lots of hearts at once isn't a desired behaviour).
'Cause(if you don't know) in late stages there is a limit to only 6 hearts store, so WHY player would want to use slow speed double-hearting baby, that constantly overflows the limit?!(plus cost more and recharges longer than single one, so much more difficult to fill loses after big waves)
Twin-CHADs "seems cool" only on first stages, when there is no heart limit and OP enemies.
can you add the twisted pair familier. it would have a cost of 100. it would be 2 babies in one. it would have brother bobby stats but split in half for both babies. it would be a devil deal exclusive. that reminds me, devil deals are deals that give you the babies you want for a price. it will increase your enemy's stats by 0.5. would love to see this in the game.
ummm,don't know if it's a bug,in challenge Civili war,Mulliboom couldn't deal damage to Plum in front of him.It only can hurt it when Mulliboom is under Plum.
By the way,can I ask where is the code of the upper limit of baby's shootspeed?(looks like it is 37+3 frame but I couldn't find where the 37 frame are)
Two bugs! One, random minecarts that end at the fifth lane seem to block me from placing a baby on the sixth lane, two, In the latest version (0.2.0.3), I beat It's All Mine 1 and the game just... kept going? It hasn't ended yet and there's no more enemies.
EDIT: I found out how the minecarts glitch! When you move one all the way to the top or bottom, the next square up/down sort of 'locks' and you can't put anything in it. I'm also pretty sure that the problem that I had in It's All Mine involved the new William enemy and the Pegasus. Not sure though.
new bug found on 2.0.4
cant use "speed up" button , game already sped up, now game doesn't auto pause when losing focus even though autopause was ON in the settings menu
don't know if it was related to game being sped up from the start but as soon as the first monster appeared the skull went back right and a second monster appeared immediately after, which hasn't happened before, there is always a delay between the first and second monster at the start of a game
at the end of said game, 2 trophy sprites appeared instead of one
the next game, still can't make the game speed go to normal, autopause still doesn't work, still have 1 the one boss defeated since the 2.0.0 patch even though it counts all the monsters i had killed(but not each individual one
closing and opening again the game does fix the speed and autopause issues, but still started sped up by default
wining the game didn't have the second trophy image, so maybe it only happens after the first time one plays the "new" version?
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Is it just me or is the Eye of Greed bugged?
The new item "Eye of Greed" makes it that if you don't use a baby for a round then it's price decreases by 25 hearts but if you use it then the next round then its price increases back to normal. I literally like a few minutes ago found out that if you quit the game and reopen it then ALL (even the ones you used last round) babies/familiars have their price reduced by 25 hearts. Like.. its not that big of a bug but its still a bug i guess xd. Edit: idk if it just rarely happens or if theres another thing what activates it but it happened to me in that way.
The swapping tiles: a special kind of tiles that can be found on "All is Mine" level that switches to another swap tile with a different color on each, every time the start of big wave the swap tile activates and switches to its perspective color. It can only swap Babies forcing the player to change strategy knowing that the babies that is on the swap tile will swap to the another same color of the swap tile.
Well, dev definitely behaves on principal: "make it bad, than make it even worse, and the bad part would be <not so bad>". There were lots of hate about stone Hardies, nothing happened to them, but now they feel like not so irritating compared to curses, that just ruin you run in one moment, making player just skip most valuable items.
P.S. Really"like" a random small chance of appearance of curse-erasing candle, especially as one doesn't know the curse impact before actually spending money to get own run ruined - marvellous!
1. 6 heart containers is really not enough to play the game normally, like you can't even place two hollowed poops, and that's my favourite unit
2. Null is kinda pointless, babies still atack him while he's invisible
3. Fiend baby and double baby both need a buff, fiend just sucks for his cost, and the double is too hard to unlock for it being this ineffective
4. Revenant needs a nerf, i think he should kill not only enemies but, just like in original Isaac, also kill your units who are standing is the way of his attack
5. Stone enemies need to be a little easier or a little less of them on a level, they resist everything, have very powerful abilities and a ton of hp, i would also say that frosty should either ignore your units who are not babies, or jump back not that far when he attacks, if you have dirty mind he literally jumps off screen and takes forever to come back
Replies to: 1: Yeah hollowed poop is also my favorite unit ;-; BUT it would be cool if you could overflow the heart counter where the overflowing hearts would slowly dissapear. 2: wait who's Null?- ohhh yeahh that guy.. yeah but atleast he makes it that you don't need to know that hes there. 3: Yeah. 4: *except other revenants. 5:yeah, i guess.
Hardmode is garbage. It's pure spam, very very easily overwhelming all even the most optimal and lucky builds, with far too much overreliance in particular on spamming the most bullshit of enemies, E.G. the absurdly tanky exploding flies that explicitly require sacrificing babies to eliminate (and block spots just to rub salt in the wound) and the flying enemies that can and will fuck you with zero warning due to hiding behind enemies and being a bullshit enemy to begin with. When it's a struggle to beat the first fucking level with optimal play, you have done a shit job.