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The actual blastocyst boss breaks down twice, going from large to medium to small before releasing the embryo monster. I wanted to make the orbital as accurate to this as I could, but designing another size proves to be nearly impossible due to limitations in how large I could make the images for the orbitals. This is why I chose to have the final stage of lil blastocyst break down into 2 embryos. Besides the orbitals break down when they're hit and eventually disappear, this will make the item OP to experienced players but extremely useful to new or inexperienced players. There are also synergies in the game that make it literally impossible to be hit by enemy bullets, get 3 pretty flies and the item which makes orbitals bigger and you only have to worry about contact damage, explosions, and creep.
Right now some people can consider it OP due to it producing additional orbitals that stack with the protection of things like Pretty Fly, Big Fan, etc.
When the pink balls are destroyed, instead of producing two more orbitals again, how about make it produce one more orbital?
After all, four unique orbitals at once that can protect you from attacks that the other 3 default orbitals can't is a lot of a bonus, so why not having it two instead of four.
Firstly, when I got the Little Blastocyst it looked like it completely replaced the marshmallow (Turned out that it just overlapped it)
Then when it got hit the orb basically just fell to the floor and stayed in place, still damaging enemies
The orb continued to spawn at the entrance of each room, and when I happened to hit it with an explosion, it went flying off the screen and would proceed to spawn in each room and immediately fly off the screen.
Also, one of the orbiting blastocysts turned into a copy of Isaac's head, complete with the ability to fire tears
(Pic related: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1086700412)