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The Binding of Isaac is a steam game that's out! I would try to paraphrase but I suck at it so I'm going to use a interview of the games creator to explain the game to you.Click this to read the whole interview of Edmund McMillen that was conducted by BitMob. Edmund McMillen was also half of the two man team that made Super Meat Boy!
Key features:
Randomly generated dungeons, items enemies and bosses, you never play the same game twice.
Over 100 unique items that not only give you powers but visually change your character.
50+ enemy types each with the ability to become "special" making them extra deadly but they also drop better loot.
Over 20 bosses.
4 full chapters spanning 8 levels
3+ unlockable classes
Multiple endings
Tons of unlockable items, enemies, bosses and more.
All this put together with a leveling system that uses items that stack to "level up" basically turns these three very different game designs into something totally fresh and new... that’s the basic concept behind the game.
NEW GAMEPLAY OF THE BINDING OF ISAAC!!!
The Binding of Isaac trailers!
Edmund McMillen: The basic concept of Isaac was to make a seemingly endless experience. Rogue-likes are notorious for being able to do this very well so I pull a lot from the core design of them in Isaac to create a dynamic world that feels endless, surprising and mysterious so the player can keep replaying the same game with different results every time.
The core of Isaac's game play is a shooter, though the closest game it would compare to is Smash TV, dual controls one to move and one to shoot. The foundation and structure of Isaac is based on the dungeon structure and resources (coins, hearts, bombs, keys) of Zelda NES.
Story trialer for the Binding of Isaac !
Edmund McMillen:Isaac's maps are randomly generated. Basically, each generated map or level consists of about 10 to 20 rooms that are randomly placed and organized. The 10 to 20 rooms are randomly picked from a set of 200 plus custom designed rooms (per chapter) and the items, enemies, secrets and pickups within those rooms are also randomly generated. Each time you start a game or enter a new level the map is dynamically made, aside from the 10 to 20 rooms the game also chooses a treasure room, boss room, store and secret room (there are also four other room types that appear in the game under certain circumstances).
Everything inside these key rooms are again, random, including what boss (bosses) you fight, the game features over 20 bosses and there are only eight full levels to a play through so there’s a great chance you will never face the same set of bosses at all. (Also the bosses stats and rooms are also chosen from a set of four as well).
A very Zelda-esque store room from the game.
Danny Baranowsky did the music for The Binding of Isaac and he's amazing so everyone buy all his things: http://dbsoundworks.bandcamp.com
More the Binding of Isaac pics
more information on the game from a Edmund McMillen blog post
BUY NOW !
The Binding of Isaac is a steam game that's out! I would try to paraphrase but I suck at it so I'm going to use a interview of the games creator to explain the game to you.Click this to read the whole interview of Edmund McMillen that was conducted by BitMob. Edmund McMillen was also half of the two man team that made Super Meat Boy!
Key features:
Randomly generated dungeons, items enemies and bosses, you never play the same game twice.
Over 100 unique items that not only give you powers but visually change your character.
50+ enemy types each with the ability to become "special" making them extra deadly but they also drop better loot.
Over 20 bosses.
4 full chapters spanning 8 levels
3+ unlockable classes
Multiple endings
Tons of unlockable items, enemies, bosses and more.
All this put together with a leveling system that uses items that stack to "level up" basically turns these three very different game designs into something totally fresh and new... that’s the basic concept behind the game.
NEW GAMEPLAY OF THE BINDING OF ISAAC!!!
The Binding of Isaac trailers!
Edmund McMillen: The basic concept of Isaac was to make a seemingly endless experience. Rogue-likes are notorious for being able to do this very well so I pull a lot from the core design of them in Isaac to create a dynamic world that feels endless, surprising and mysterious so the player can keep replaying the same game with different results every time.
The core of Isaac's game play is a shooter, though the closest game it would compare to is Smash TV, dual controls one to move and one to shoot. The foundation and structure of Isaac is based on the dungeon structure and resources (coins, hearts, bombs, keys) of Zelda NES.
Story trialer for the Binding of Isaac !
Edmund McMillen:Isaac's maps are randomly generated. Basically, each generated map or level consists of about 10 to 20 rooms that are randomly placed and organized. The 10 to 20 rooms are randomly picked from a set of 200 plus custom designed rooms (per chapter) and the items, enemies, secrets and pickups within those rooms are also randomly generated. Each time you start a game or enter a new level the map is dynamically made, aside from the 10 to 20 rooms the game also chooses a treasure room, boss room, store and secret room (there are also four other room types that appear in the game under certain circumstances).
Everything inside these key rooms are again, random, including what boss (bosses) you fight, the game features over 20 bosses and there are only eight full levels to a play through so there’s a great chance you will never face the same set of bosses at all. (Also the bosses stats and rooms are also chosen from a set of four as well).
A very Zelda-esque store room from the game.
Danny Baranowsky did the music for The Binding of Isaac and he's amazing so everyone buy all his things: http://dbsoundworks.bandcamp.com
More the Binding of Isaac pics
more information on the game from a Edmund McMillen blog post
BUY NOW !
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