The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Eye of Night Cards
 This topic has been pinned, so it's probably important
Silvercide  [developer] 28 Jul, 2022 @ 2:52pm
FEEDBACK AND SUGGESTIONS
Put feedback for the item pool, Cursed! effects, or any other suggestions here!
Last edited by Silvercide; 28 Jul, 2022 @ 2:53pm
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Oh, I just re-read and noticed this was here, so I'll repost my two cents here if that's worth anything; I think the bad item should be fleshed out though and based on a "cursed" pool. You could try designing an item for every type of curse, like something that gives indefinite darkness or is simply themed after a curse. Could even potentially include already existing "cursed" items in said "cursed" pool so its not always an objective negative, like Cursed Eye.
Silvercide  [developer] 28 Jul, 2022 @ 9:55pm 
Originally posted by Misplay:
Oh, I just re-read and noticed this was here, so I'll repost my two cents here if that's worth anything; I think the bad item should be fleshed out though and based on a "cursed" pool. You could try designing an item for every type of curse, like something that gives indefinite darkness or is simply themed after a curse. Could even potentially include already existing "cursed" items in said "cursed" pool so its not always an objective negative, like Cursed Eye.

Dw about where you posted it I mostly made this discussion thing as a formality lol.

I think your curse pool concept is really cool but way too much for me to make atm. And that seems something fitting of a whole new type of treasure room.

I do agree that Cursed! (the bad item) should have some loose positive and I do have some ideas like it could max out your speed or turn all soul hearts to black hearts or something.

Funny enough, the cursed item use to just straight up be cursed eye, but i learned there is a sizable group of insane freaks who see pmuch no negative about cursed eye. Because I really wanted the whole 50/50 run is now much easier or run is now much harder thing, i made cursed!.
Last edited by Silvercide; 28 Jul, 2022 @ 10:08pm
Originally posted by Silvercide:
Originally posted by Misplay:
Oh, I just re-read and noticed this was here, so I'll repost my two cents here if that's worth anything; I think the bad item should be fleshed out though and based on a "cursed" pool. You could try designing an item for every type of curse, like something that gives indefinite darkness or is simply themed after a curse. Could even potentially include already existing "cursed" items in said "cursed" pool so its not always an objective negative, like Cursed Eye.

Dw about where you posted it I mostly made this discussion thing as a formality lol.

I think your curse pool concept is really cool but way too much for me to make atm. And that seems something fitting of a whole new type of treasure room.

I do agree that Cursed! (the bad item) should have some loose positive and I do have some ideas like it could max out your speed or turn all soul hearts to black hearts or something.

Funny enough, the cursed item use to just straight up be cursed eye, but i learned there is a sizable group of insane freaks who see pmuch no negative about cursed eye. Because I really wanted the whole 50/50 run is now much easier or run is now much harder thing, i made cursed!.
I'm one of those freaks (:
Oh man, -20% tear rate is absolutely brutal. I think that's way too much for a card effect. Maybe you could have cursed remove two random items from your current held items alongside the -1 DMG?
Silvercide  [developer] 1 Aug, 2022 @ 10:47am 
Originally posted by TheVeryGenericUsername:
Oh man, -20% tear rate is absolutely brutal. I think that's way too much for a card effect. Maybe you could have cursed remove two random items from your current held items alongside the -1 DMG?
Noted. With it being a card, i believe the possibility of getting brimstone balances it out a bit for a card effect. Thanks!
리셰 3 Aug, 2022 @ 4:31am 
For alt path items, EID checks blind sprite and sets 'EID_IsAltChoice' as true for alt path items. You can erase that value for removing the blind check like this:
local pickup = --blinded pickup here -- revert the sprite first if pickup:GetData().EID_IsAltChoice then pickup:GetData().EID_IsAltChoice = nil end
Silvercide  [developer] 3 Aug, 2022 @ 10:32am 
Originally posted by 미카:
For alt path items, EID checks blind sprite and sets 'EID_IsAltChoice' as true for alt path items. You can erase that value for removing the blind check like this:
local pickup = --blinded pickup here -- revert the sprite first if pickup:GetData().EID_IsAltChoice then pickup:GetData().EID_IsAltChoice = nil end
Thanks I'll implement this soon
for a tarot cloth synergy maybe it could reveal the location of the treasure room or boss room or secret room on the map
Silvercide  [developer] 26 Oct, 2022 @ 2:26pm 
Originally posted by Man Who Is In The 2fort Sewers:
for a tarot cloth synergy maybe it could reveal the location of the treasure room or boss room or secret room on the map
There already is a tarot cloth synergy. I just haven't implemented the eid yet because to be completely honest I don't feel like remembering how to do it lmao. eventually™ I'll get to it.

Uh the cloth effect is it negates curse for 3 rooms instead of one. Reverse spawns two good items choices instead of just one.
Last edited by Silvercide; 27 Oct, 2022 @ 10:08pm
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