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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


nunchucknunchuck

Rated 4.5 / 5 stars October 10, 2011

you should have put a beta instead

The game was amazing however the glitches really annoy me for instance ill kill a monster on a platform and it will die but i cant get my reward and one time i had half a heart left and i died by fire there are a lot of things you need to fix but other than than that i loved the voices the music and the artwork i will bye the game of of steam



AceofTradesAceofTrades

Rated 5 / 5 stars October 10, 2011

Some People Missed the Point - I LOVED IT!

Maaaaaaaaaaan. Some people seemed to have missed the point for Isaac. It's a rouge-like! The game is deep and challenging and well over worth five dollars. It has 11+ endings (6 of which I have gotten, although it's 5 endings and 1 Epilogue).

It's FUN and long. Not to mention there is so much in the simple mechanics. I simply love the bullet curving! The bosses are fun and different especially after beating "MOM!". I also love the story and in its madness and twisted-ness.

I love it and recommend it! Some people just choose not to look into a game. Some people don't even know you can curve bullets! *Facepalm*

I enjoy it and I hope you don't continue to receive mindless flack, although that's me asking too much from the idiocracy of Newgrounds.


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InsomniacOvrLrdInsomniacOvrLrd

Rated 0.5 / 5 stars October 10, 2011

You know

I just don't know who you were aiming for. After the precise masterpiece of design (albiet, with some frustrating glitches) that was Super Meat Boy, this lazy, zelda hud ripoff of a crappy twin stick shooter (that is strictly 90 degrees all around for shooting) is actually offensive. Not offensive in that i'm offended by that subject matter, or what is depicted in game, but with how lazy the animations are, how crude and uninspired the gameplay is, and how absolutely boring the sound design is. I just can't seem to find ANYTHING redeeming about this title at all.

Sorry guys, but serious swing and a miss here. Good luck next time.



BoaringBoaring

Rated 3 / 5 stars October 10, 2011

meh.

You know, if you're going to put some work into something as visually appealing as this, then why in the world would you mar everything by giving Isaac such a LAME staple attack?



AmericanRobotAmericanRobot

Rated 2.5 / 5 stars October 10, 2011

underwhelming

Aside from a reason to draw a lot of dead babies, this game doesn't offer a whole lot. Isaac's projectiles are unreliable and hard to aim and enemies take way too many hits to kill. Bombs are good alternative for damage dealing, but enemies seem to move at random so actually hitting an aggressor with one seems based more on luck than skill. What exactly is Isaac shooting anyway? Spit bubbles? Sense the story seems random and irreverent why not work something in that seems more appropriate like a sling shot or just some rocks? The game also seems prone to slow down if there's more than one thing on the screen, and sense Isaac takes up that spot by default, it really becomes a problem when entering a new area. I'm pretty sure it's not my computer either, sense I can play other Flash games just fine. As for the bonus items, there were so many it was hard to keep track of which ones would do which. Half the time, I forgot I had them, because I didn't want to risk using something really good on nothing, or using something that would just screw me over. I know it's to keep in line with the humor and style of the game, but if the player has to look up an encyclopedia every time they want to use a secondary item, than you're designing game elements for the wrong reason.
Randomly generated dungeons seems like a good idea on paper, but it always screws up the difficulty curve, and just doesn't make for a tight, memorable experience. Some are open and filled with spit bubble fodder, others are cramped, giving you no room to maneuver as you fight off another dead baby, some rooms had nothing in them at all, or worse, an item I couldn't reach cause I didn't have enough bombs or something. It's a scrambled, disjointed mess, and it doesn't add anything to the game. Sure you can argue it will create a new experience for every play through, but if the first experience isn't enjoyable, what reason do I have to come back?
I find the aesthetic of the game to be unappealing. Everything is such a dull, sickly red, brown or gray. Sense the dungeons are randomly generated, every room pretty much has to be the same, so there's no variety in the scenery. Although there are a decent amount of enemy types, there are only so many ways you can draw a dead baby.
When boiled down, this is a nuts and bolts, minimalist adventure game with unnecessary padding in terms of secondary weapons and randomized dungeons. Everything about it so lack luster, I'm surprised I could even write a review this long. If the game play was more fluid, and there was more structure to the level design, then I think the basic mechanics of the game would have a lot more potential.


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