Post here all the bugs and flaws, as well as your opinion about some mechanics and things that infuriate you. Since the game is still in the alpha stage of development, a lot can change, and you can contribute to this.
The Binding of Isaac fangame, heavily inspired by Plants vs. Zombies · By
i dont know if this helps, but here is the crash notes (for doctorhammer himself xx)
idk what to do
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FATAL ERROR in Vertex Shader compilation
ShaderName: shBlackNWhite
D3DXCompile failed - result
at gml_Object_o_card_Draw_0
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Just solved it! You need to update your DirectX, which you can do here: https://www.microsoft.com/en-gb/download/details.aspx?id=35
You should be able to take more than 4 babies in at a time, i get that we have passives and active items to help with that but you cant do much with only 3 other towers besides lil chad. Even 1 extra slot would be enough to remedy this issue, also the red flys in the mines suck ass. You have to deliberately leave holes in your defense if you dont have a lobbing tower to kill them cuz otherwise they just go over everything.
I'd suggest that for the boss levels, make the babies spawn a bit quicker? (At least the blue room - mines area) Because an enemy could slip by pretty easily and you wouldn't have anything on hand to stop it, id say all the (first loop) regular levels were pretty good to control but when it came to the first wave of the bosses, that part nearly killed the run everytime.
(Btw the concept of this game is genius, so just props to you for creating this, it's amazing)
the red flies that hover over your plants should be slower. i had a run ended because a fly hovered through all my defences without me noticing.
i know there is a zombie in pvz2 that acts this way but when that one hovers over the plants it slows down.
also i think a way to see what enemies and bosses you have seen (like the almanac from pvz) would be cool.
also also, i used the pokeball thing in that mage that freezes your babys and then realesed it and it carried that level, the next and it defeated the boss. maybe it could be nerfed, like maybe reducing the knockback. because the reason why it was so good was because it never got to move offscreen.
edit: i forgot to mention, this game is amazing
Loving the game so far, and it feels great to play! However, I feel the game was not designed around the achievements. I've been going for multiple runs trying to beat it without heart producing units, but I get overwhelmed at every moment. I either get a lucky draw at the start, or I'm forced to restart the run, due to not having enough crowd control.
Recently got to the third world, and in the first actual wave I lost all of my units immediately. There was nothing I could do, there's too few units and too many mechanics to actually complete this challenge reliably.
Try to first pass all stages With producing hearts and picking useful babies/items for no heart play. When you beat third boss and there starts second loop(first levels again), it's easier to play with collected items and proper babies for your strategy. Basically, you don't have to pass all 3 arcs without chads from the start, you just need to pass them, so even if no-heart after 3 or 4 loops to get all you want, it's fine.