The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

The Quarry Collection!
cadetpirx 20 Nov, 2021 @ 2:18pm
Final Collection!?:The Cursed Collection(Mausoleum/Gehenna)
A collection of items based off of Chapter 3.5!? Here's items I think could be added:
Siren's Horn(Passive):+1 Black Heart. When the player takes damage,it has a chance to invoke the effect of the Monster Manual.
Lil' Heretic(Familiar):When entering the room,this familiar will disappear & appear on the side of the room at a random enemy. It has a 8 second cooldown before it does it again.
Lil' Visage(Familiar):This familiar is chained to the player,and can charge enemies on sight.
Lil' Hornfel(Familiar):Throws mini-bombs at the player's firing direction
Mockulus Mini(Familiar):When the player is firing,the familiar will move in a diagonal direction
Revenant's Skull(Active):Performs a flame attack similiar to a Revenant. w/ the Book of Virtues,it'll spawn a purple wisp that copies the flame attack. w/ Judas' Birthright,it'll perform a Quad-revenant flame attack

+ A new transformation:The Horny Babies
Recipe:Lil' Loki & Lil' Hornfel
Effect:2 familiars combine into 1,similar to the Super Bum transformation. While the player is firing,Lil' loki performs his shooting attack,while also charging Lil' Hornfel's fire vomit attack!
Last edited by cadetpirx; 11 Dec, 2021 @ 12:14pm
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Showing 1-11 of 11 comments
Bondrewd 21 Nov, 2021 @ 1:28am 
I think it'll be fun to have a ghost-like familiar (similar to the enemy that can be found in Mausoleum) that flies around in the room and picks up different obstacles/chests to throw at enemies. Mb it can even lift up enemy/troll bombs to send them back at their owners :D
The downside ofc is that it becomes idle and does nothing when there's nothing to throw in the current room and it also doesn't pickup anything in non-hostile rooms.
Preyn  [developer] 21 Nov, 2021 @ 2:41am 
I've decided on the name "The Cursed Collection" because i want to play around with making curses and it seems like a nice fit. As for what i've made / have planned.

Lil Heretic: Some alternate form of lil haunt. Although i don't have any specific ideas he might have an aura that gives the "weakened" effect, and he may shoot purple lasers in some way.

Chained Spikey: One of those spike balls on a chain but smaller as a familiar. It rotates around a random rock (this one is already done).

Boiler: No specific idea yet but it'll probably be an aura of some sort. It'll be a reference to The Visage.

Siren's Call: Get a random temporary familiar when taking damage (and maybe when killing enemies but i'm still thinking about that) (also already done).

Siren's Call and Chained Spikey are both done already because i made them before The Sewage Collection back when it was going to be called the alternative collection. Here's a teaser of siren's song:

teaser[i.imgur.com]

So cadetpirx your idea for siren's horn is already a thing.

And the ghost like familiar your suggesting Bondrewd might make it in as a way for lil heretic to attack since i'm not sure of what it's abilities should be yet (or maybe cadetpirx's attack idea)!
Last edited by Preyn; 21 Nov, 2021 @ 8:02am
Bondrewd 23 Nov, 2021 @ 12:22pm 
Some ideas for curses:
1) Curse of the Ambush
Some cleared hostile rooms have a chance to become hostile once again upon entering.
2) Curse of the Haunt
After 1 min spend on the current floor, a Haunt-like ghost spawns that works exactly like Dark Esau but only damages (cant turn u into lost)

Also hope we'll get new items that somehow interact with curses!
Preyn  [developer] 23 Nov, 2021 @ 12:41pm 
Originally posted by Bondrewd:
Some ideas for curses:
1) Curse of the Ambush
Some cleared hostile rooms have a chance to become hostile once again upon entering.
2) Curse of the Haunt
After 1 min spend on the current floor, a Haunt-like ghost spawns that works exactly like Dark Esau but only damages (cant turn u into lost)

Also hope we'll get new items that somehow interact with curses!

Funny coincidence but i've already done something simular to curse of the ambush called curse of rebirth. Here wat i currently have:

  • Curse of Decay: Some pickups may spawn with a timeout (they dissapear after a couple of seconds)
  • Curse of Famine: Double pack pickups are downgraded to single pickups. And full hearts are downgraded to half hearts.
  • Curse of Blight: Alternate version of curse of the blind which turns collectibles into silhouettes.
  • Curse of Conquest: More champions spawn.
  • Curse of Isolation: Items may teleport when you try to grab them
  • Curse of Rebirth: Clearing a room may trigger the d7 (respawn enemies)
  • Curse of Creation: Broken rocks sometimes re-appear (like the "Reverse Tower" card)

your curse of the haunt idea might be a little extreme so i'll probably not add it but who knows.

And i want to make an item that guarantees curses for some reward (probably a damage up) but i'm still thinking about the details.

P.S: to keep the mod fun all curses replace normal curses so the chance to get a curse will remain the same. And i'll try to make them all disableable using MCM.
Last edited by Preyn; 23 Nov, 2021 @ 12:44pm
EnderGrimm 23 Nov, 2021 @ 9:14pm 
A few suggestions

Curses:

Curse of Dementia - Chance on entering a completed room for it to reset letting you do it again (can work on special rooms)
Curse of Reflection - Reflected pickups, items and enemies have a higher chance of appearing.
Curse of Passage - All rooms are open including red rooms, on floor start an Emperor card is dropped. Rooms cannot be returned to.

Items:

Sibling Rivalry - Passive - Chance for Isaac to shoot the tears of his familiars. (Upon pickup if no shooting familiars are present Isaac is also given Sister Maggie)
Snuffed Candle - Passive - Curses Always appear, Gain a bonus depending on the current curse, +2 Black Hearts
Bed Sheet - Passive - Upon taking damage Ghosts spawn at each doorway and chase enemies dealing Contact damage and applying fear
Piece of Uluru - Passive - When isaac takes damage from an enemy all enemies take the same damage. Any debuffs applied to isaac are also applied to enemies.
Guppy's Ashes - Passive - Isaac trails a creep of ash enemies who step on it take damage and are petrified, if they take damage whilst standing on it they have a 25% chance to spawn a fly.
Preyn  [developer] 24 Nov, 2021 @ 1:16am 
Originally posted by EnderGrimm:
A few suggestions

Curses:

Curse of Dementia - Chance on entering a completed room for it to reset letting you do it again (can work on special rooms)
Curse of Reflection - Reflected pickups, items and enemies have a higher chance of appearing.
Curse of Passage - All rooms are open including red rooms, on floor start an Emperor card is dropped. Rooms cannot be returned to.

Items:

Sibling Rivalry - Passive - Chance for Isaac to shoot the tears of his familiars. (Upon pickup if no shooting familiars are present Isaac is also given Sister Maggie)
Snuffed Candle - Passive - Curses Always appear, Gain a bonus depending on the current curse, +2 Black Hearts
Bed Sheet - Passive - Upon taking damage Ghosts spawn at each doorway and chase enemies dealing Contact damage and applying fear
Piece of Uluru - Passive - When isaac takes damage from an enemy all enemies take the same damage. Any debuffs applied to isaac are also applied to enemies.
Guppy's Ashes - Passive - Isaac trails a creep of ash enemies who step on it take damage and are petrified, if they take damage whilst standing on it they have a 25% chance to spawn a fly.

Pretty interesting curse ideas but i'll probably not add them because:
  • Curse of Dementia is already a thing (read Curse of Rebirth above) but allowing it to do things in special rooms would probably be busted.
  • Curse of Reflection probably won't be a thing because people should be able to play the new mod without having the sewage collection installed (plus reflections can be pretty op)
  • Curse of Passage seems more like free stuff than a curse so probably also a no.

As for your items:

Sibling Rivalry might make a nice trinket. And guppy's ashes is pretty cool (but probably a little too strong). So i'll consider both for sure.

Since my last post in this thread an item like your "Snuffed Candle" idea has already been made called "Anathema". but for now, it just multiplies your damage (nice and simple).

Also, since the first post i've remade the idea of "Boiler" to "Chained Fate" (temp name) which has a similar idea to your "Piece of Uluru". One enemy in the room will be chained and when it gets hit it damages other all enemies (less damage though). So the idea is that all enemies are chained to one via the chain of the visage boss or something.

And i've made "Soul cleaver" which destroys collectibles in trade for item wisps. And i'll be making another item which will sometimes grant an item wisp when picking up a collectible from a pedestal.
Bondrewd 24 Nov, 2021 @ 1:16am 
Originally posted by Preyn:
Originally posted by Bondrewd:
Some ideas for curses:
1) Curse of the Ambush
Some cleared hostile rooms have a chance to become hostile once again upon entering.
2) Curse of the Haunt
After 1 min spend on the current floor, a Haunt-like ghost spawns that works exactly like Dark Esau but only damages (cant turn u into lost)

Also hope we'll get new items that somehow interact with curses!

Funny coincidence but i've already done something simular to curse of the ambush called curse of rebirth. Here wat i currently have:

  • Curse of Decay: Some pickups may spawn with a timeout (they dissapear after a couple of seconds)
  • Curse of Famine: Double pack pickups are downgraded to single pickups. And full hearts are downgraded to half hearts.
  • Curse of Blight: Alternate version of curse of the blind which turns collectibles into silhouettes.
  • Curse of Conquest: More champions spawn.
  • Curse of Isolation: Items may teleport when you try to grab them
  • Curse of Rebirth: Clearing a room may trigger the d7 (respawn enemies)
  • Curse of Creation: Broken rocks sometimes re-appear (like the "Reverse Tower" card)

your curse of the haunt idea might be a little extreme so i'll probably not add it but who knows.

And i want to make an item that guarantees curses for some reward (probably a damage up) but i'm still thinking about the details.

P.S: to keep the mod fun all curses replace normal curses so the chance to get a curse will remain the same. And i'll try to make them all disableable using MCM.

1) Curse of Decay: this one will be hard to balance since a good portion of pick-ups are insta spawned when entering a room and sometimes behind obstacles. I guess this doesn't affect such kind of pick-ups? idk. But sounds fun overall.
2) Curse of Famine: Sounds like Ultra Hard challenge (kinda) for one floor except all pick-ups are now affected. I honestly don't like non-interactive curses like curse of the darkness and this one feels the same, you can't outplay/negate it by any way using your skill/knowledge.
3) Curse of Blight: Pretty weak curse since you 90% of the time don't care what pickups you get, you usually just collect them all. This works great for items tho (curse of the blind) since some of them can ruin you a run/won't worth taking for their price (devil deals, shop items).
4) Curse of Conquest or mb i should call it CURSE OF THE TOURNAMENT ARC???
Jk. This one seems fine to me: more challenge = more rewards. You can't go wrong with this formula. However, can't call this curse very interactive or creative. It's ok. At least better than some of those that we have in vanilla.
5) Cusre of Isolation: Again, pretty weak, negatable and non-interative curse. But I gotta admit it can create some funny situations :D. Reading it I came up with something more "trolly": Curse of the Tower - when you get close to a pickup it has a 50% chance to transform into troll bomb. Imagine opening a golden chest with Mom's key under this curse xd
6) Curse of Rebirth: My only issue with this is that d7 should proc only after entering CLEARED room to prevent 'infinite' loop of hostile room. It's not a secret that there are a lot of unfair borderline impossible to clear without taking damage rooms in the game. And now imagine playing as Lost and this curse procs 2-3 times in a row in such unfair room. Sounds awful.
I've got an alternative idea for this curse (but it's a silly one). Enemies have a chance to leave a pile of goo after dying that can regenerate them back after a while (like Globin monsters). Just a thought.
7) Curse of creation: Really wierd one. I really don't know what is the purpose of this one. ???

About curse of the Haunt: it's not as extreme as you can think since you always get a solid bank of time before Haunt appers and you can always adjust if you want! You can set the timer to 1,2,3 or 4 minutes before ghost appers or even make him appear only after a CERTAIN action happens.

I'd like too see at least 2-3 curse related items in the final collection since we have almost no items in vanilla that interact with them.

Good luck with your project!
«I wish you all Curses and Blessings on your way down to the bottom of the Abyss».
Preyn  [developer] 24 Nov, 2021 @ 1:39am 
Originally posted by Bondrewd:
«I wish you all Curses and Blessings on your way down to the bottom of the Abyss».

As a little response to your concerns:
  • Curse of Decay: I'm messing around with the chance for pickups to have a timeout and how long it should be to try and make it not annoying.
  • Curse of Famine: I'm looking into when it should and shouldn't proc to allow the player to still get full hearts in some way (cards / slots may still drop full hearts for instance. Or beating the boss will turn any half hearts left on the floor back into full hearts.)
  • Curse of Blight: It only affects pedestal items! And is purpose is basically just to lower the chance for more annoying curses that are already in vanilla (like curse of the blind).
  • Curse of Isolation: Also only serves to offset the chances of getting worse curses. After all it's effect is just some funny stuff. I can only see this curse actually affecting gameplay when the player tries to pick up a heart while in combat or when playing T.Keeper or T.Maggy.
  • Curse of Rebirth: I feel like allowing it to trigger when entering a room will make the effect a little annoying (like curse of the maze). But the chance for this curse to actually trigger will be pretty low so it probably won't trigger multiple times in a row (unless the player is really unlucky :steammocking:).
  • Curse of creation: The idea seemed interesting since it's only a negative effect when you can't circumvent rocks in some way. And otherwise, it's just a fun bonus.

As for curse related items i've had the idea of an item that makes the player have 2 curses for some payoff but i've not thought of the details yet Basically my "Anathema" idea mentioned above but stronger (the idea is a little uninspired though). Or an item that guarantees Curse of creation since it can be beneficial in some scenarios.
Last edited by Preyn; 24 Nov, 2021 @ 2:00am
Bondrewd 24 Nov, 2021 @ 2:13am 
Originally posted by Preyn:
Originally posted by Bondrewd:
«I wish you all Curses and Blessings on your way down to the bottom of the Abyss».

As a little response to your concerns:
  • Curse of Decay: I'm messing around with the chance for pickups to have a timeout and how long it should be to try and make it not annoying.
  • Curse of Famine: I'm looking into when it should and shouldn't proc to allow the player to still get full hearts in some way (cards / slots may still drop full hearts for instance. Or beating the boss will turn any half hearts left on the floor back into full hearts.)
  • Curse of Blight: It only affects items! And is purpose is basically just to lower the chance for more annoying curses that are already in vanilla.
  • Curse of Isolation: Also only serves to offset the chances of getting worse curses. After all it's effect is just some funny stuff. I can only see this curse actually affecting gameplay when the player tries to pick up a heart while in combat or when playing T.Keeper or T.Maggy.
  • Curse of Rebirth: I feel like allowing it to trigger when entering a room will make the effect a little annoying (like curse of the maze). But the chance for this curse to actually trigger will be pretty low so it probably won't trigger multiple times in a row (unless the player is really unlucky :steammocking:).
  • Curse of creation: Thought it seemed interesting since it's only a negative effect when you can't circumvent rocks in some way. And otherwise, it's just an interesting bonus.

As for curse related items i've had the idea of an item that makes the player have 2 curses for some payoff but i've not thought of the details yet "Basically my "Anathema" idea mentioned above but stronger (the idea is a little uninspired though).

Curse of Decay: Mb curse affects only those pickups that drop from some sort of source - chests, special obstacles, items, sacks, arcade machines, keepers, enemies, after-clear room rewards but everything else that is already predetermined to spawn in a room upon entering don't get affected by the curse.

Curse of Famine: Interesting decision (boss beating to remove the curse) but curse should be removed from rooms that you haven't yet entered because in with what you've suggested player can just full clear the floor and then beat the boss thus completely negating the curse with almost no downsides. That's kinda fair i guess? But it's up to you.

Curse of the Blight: Ahh, i get it now. Sounds fun!

Curse of Isolation: strange logic of adding annoying, almost decoy curse just to offset the chances of getting worse curses. But ok.

Curse of Rebirth: If the chances of proc will be pretty low, then what's the point of it? :)

Curse of creation: Exactly, it more of a bouns than a curse. So, again, what's the point??

About Anathema:

A no-charge active item that grants you a curse and *insert some interesting bonus* upon use. After inflicting a maximum amount of curses on yourself, item disappears and grants you another ultra mega super bonus.

No need to thank me.img
EnderGrimm 25 Nov, 2021 @ 2:46am 
Originally posted by Preyn:
Originally posted by EnderGrimm:
A few suggestions

Curses:

Curse of Dementia - Chance on entering a completed room for it to reset letting you do it again (can work on special rooms)
Curse of Reflection - Reflected pickups, items and enemies have a higher chance of appearing.
Curse of Passage - All rooms are open including red rooms, on floor start an Emperor card is dropped. Rooms cannot be returned to.

Items:

Sibling Rivalry - Passive - Chance for Isaac to shoot the tears of his familiars. (Upon pickup if no shooting familiars are present Isaac is also given Sister Maggie)
Snuffed Candle - Passive - Curses Always appear, Gain a bonus depending on the current curse, +2 Black Hearts
Bed Sheet - Passive - Upon taking damage Ghosts spawn at each doorway and chase enemies dealing Contact damage and applying fear
Piece of Uluru - Passive - When isaac takes damage from an enemy all enemies take the same damage. Any debuffs applied to isaac are also applied to enemies.
Guppy's Ashes - Passive - Isaac trails a creep of ash enemies who step on it take damage and are petrified, if they take damage whilst standing on it they have a 25% chance to spawn a fly.

Pretty interesting curse ideas but i'll probably not add them because:
  • Curse of Dementia is already a thing (read Curse of Rebirth above) but allowing it to do things in special rooms would probably be busted.
  • Curse of Reflection probably won't be a thing because people should be able to play the new mod without having the sewage collection installed (plus reflections can be pretty op)
  • Curse of Passage seems more like free stuff than a curse so probably also a no.

As for your items:

Sibling Rivalry might make a nice trinket. And guppy's ashes is pretty cool (but probably a little too strong). So i'll consider both for sure.

Since my last post in this thread an item like your "Snuffed Candle" idea has already been made called "Anathema". but for now, it just multiplies your damage (nice and simple).

Also, since the first post i've remade the idea of "Boiler" to "Chained Fate" (temp name) which has a similar idea to your "Piece of Uluru". One enemy in the room will be chained and when it gets hit it damages other all enemies (less damage though). So the idea is that all enemies are chained to one via the chain of the visage boss or something.

And i've made "Soul cleaver" which destroys collectibles in trade for item wisps. And i'll be making another item which will sometimes grant an item wisp when picking up a collectible from a pedestal.


And thoughts on Bed Sheet?
Preyn  [developer] 25 Nov, 2021 @ 4:21am 
Originally posted by EnderGrimm:
And thoughts on Bed Sheet?

Thought is was a little boring since it's basically spawning temporary lil' haunt familiars when taking damage.
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