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Oct 8, 2011 | 5:31 PM EDT
  • Daily Feature October 9, 2011

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Basement 10 Points kill the first boss
Master of Sins 25 Points find and kill a miniboss
Money well spent 25 Points buy somethign in the shop
Cave 50 Points Kill the second boss
Secret room 50 Points find it

Author Comments

Attention!: This is a DEMO!, it features 2 of the 8 levels in The Binding of ISaac.
The full game features loads more content, 11 endings 3+ unlockable characters and a ton more items. if you like the demo buy the game on Steam, its only 5 bucks!.

-Edmund

About the game:

When Isaac's mother starts hearing the voice of God demanding a sacrifice be made to prove her faith, Isaac escapes into the basement facing droves of deranged enemies, lost brothers and sisters, his fears, and eventually his mother.

The Binding of Isaac is a randomly generated action RPG shooter with heavy Rogue-like elements. Following Isaac on his journey players will find bizarre treasures that change Isaac's form giving him super human abilities and enabling him to fight off droves of mysterious creatures, discover secrets and fight his way to safety.

Reviews


StarOblivionStarOblivion

Rated 5 / 5 stars

Amazing

Absolutely amazing.


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NewTownMafiaNewTownMafia

Rated 5 / 5 stars

Greatest game on NewGrounds

This is by far if not the best game on new grounds right now. It has every element of a sucessful flash game. It's random dungeon generator is top notch, items and graphics are amazing and gameplay is smooth.


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paradoxxplagueparadoxxplague

Rated 5 / 5 stars

Awesome

I love the complete craziness I havent bought it yet but I am i've played this demo like 10 times and its prolly the most original game i've seen in quite sometime with a good mix of humor, wtf, and thats crazy gross lol. And as per the price I think its awesome I find this more entertaining than 90% of the Xbox and PS3 60$ games.


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gumsgums

Rated 5 / 5 stars

Great atmosphere & attention to detail

I'd say the levelling (lack there of) I personally found it very refreshing. Most games always seem to have some sort of skill based system even when its complete arbitrary and at times unnecessary. I'd like to add Hadokenstyle's review was very nicely done, out nice to see a well written review :]

Again the atmosphere was great, soundtrack just excellent really enjoyable!


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hadokenstylehadokenstyle

Rated 2.5 / 5 stars

I just don't get why everybody is all over this.

It's a shame that people can't post well-thought out and meaningful critical reviews here without getting flagged as useless by all the fanboys.

I beat Super Meatboy, and absolutely loved that. The appeal was clear. The controls were simple, precise, responsive. The music was gripping and I still listen to the soundtrack. The grotesque concept was consistent with a hard-as-nails platformer where you die all the time.

As for this game - I seriously don't get why these sites and everybody here are praising it. I somewhat suspect that this whole game is a troll. And it's not about the difficulty. I actually like the difficulty, and I feel NG could use many more hard games.

I feel this game is hard in ways that are simply frustrating and luck-based. Contrast, In old NES games and modern hard games like I Wanna be the Guy and SMB, the player would develop skill at the game. Just take the original Castlevania. If you check out Egoraptor's video review, he breaks down all the skill elements of it quite well.

Here, I do not feel like my beating this game was based on skill on my part. I do not feel that I am improving at anything. The game constantly teases you with items you cannot get, places you cannot access, and secrets that are impossible to find. Items are nondescript. Getting some powerups over others can completely break the game. I understand that this is part of the "theme" of frustration. Still, I think it is possible to realize this theme in ways that can address the clear reservations that many reviewers have expressed and gotten flagged as "useless" for.

For example, there was a PS2 RPG called Breath of Fire: Dragon Quarter. There you were a boy deep underground trying to reach the surface. You were weak, had limited perma-saves, and monsters did not respawn so you could not grind. And it was hard. But you could restart the whole game and carry over some items and experience - so the idea was that you kept restarting and you made it further each time. The whole game, I felt, represented the frustration and loneliness of being caught deep underground.

I think you are lucky to have a lot of leverage and a large following after Super Meatboy that gives legitimacy to your products now.

On the price, I am not going to jump on the bandwagon of "you shouldn't pay for flash games." On the other hand, I am not going to say "it's only five dollars." There are a lot of apps and DLC games out there for five bucks. You are probably successful with this because there is a market and you have a following. But it's a pretty saturated market, and for me, there are a lot of strong flash games on this site already. I personally prefer the model of keeping them free and having owners make money from webmasters based on traffic. Though I understand that probably doesn't make nearly as much money :).

On a final note, I'm surprised - from a business perspective - that this game was released on flash for Steam. Given its small size and emphasis on replayability it would seem much better suited for a mobile app, particularly if the goal was to make money.


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