![]() Brim + Guppy + Tammy's Head, I was unstoppable. Pong was the single most powerful I have ever felt in Isaac. Super overpowered if used right, but if used poorly is terrible. I think like 75% of the effort went into making the mod tools, 20% went into new items, and 4% on the new challenges and 1% got the rest of the effort, and it shows. They're kind of annoying, but not really terrible. Simple in design, has RNG elements, but isn't unfair. The Mushroom enemies are quite frankly the best new enemy. Things that are good/great and don't need to change "You didn't think Greed Mode was fun? OKAY HOW ABOUT NOW!" These stages and bosses just don't feel play tested at all. Those things have no place in the game at all and do not add anything to the game besides "lel you died due to a random room being unbeatable with your character" Every single room in the game should be tested with Lost to ensure it's actually possible to beat with that character. ![]() Get rid of every single Lost run ending rooms. It's just poor boss design to not have any sort of warning in place for what attack they're going to use, especially when they're dodged in completely different ways. ![]() Add an animation "tell" to the Sisters so you know which attack they're going to use. Drastically reduce the HP of Big Horn and the Sisters Vis. There are item rooms with poop instead of items. Why is there yet another layer of punishment? The series already has a "lel trollololo" chest, and it's putting troll bombs into chests. Spike mimics just feel completely counter to the design of the game. Right now the chests just slow down the game because you need to approach every single chest in the game with care, which is really bad. An idea I saw on reddit was for a trinket that increases stats slightly, but also gives a chance to change chests into surprise spike chests. Remove mimic chests entirely or tie them to a trinket. Add a rare champion variant that has the original spawn rate. Portals make no thematic sense in the basement, but are perfect for later stages like Sheol and even fit somewhat into the Womb. Portals have their spawn rate reduced drastically, along with drastically lowering the chance of a portal room appearing in the earlier floors, and ramping up more towards the end of the game.
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