Cherreads

Chapter 1135 - This Game Has No Design at All

The main focus of this game isn't the story—because that would consume a huge amount of unnecessary development time, which is especially costly for an indie game in both time and money.

In this regard, The Binding of Isaac strikes a perfect balance.

It uses the opening visuals to briefly outline the story, then, in subsequent runs, adds small, simple sketch-style animations to hint at the painful experiences the protagonist once endured.

But the core of the game is still its gameplay.

Darry had disliked the art style at first, feeling it was kind of ugly.

Yet somehow, little by little, it stopped feeling so irritating.

As he played, Darry immediately realized that this was basically the old The Legend of Zelda–style dungeon gameplay.

Back in the very early days of video games, Zelda used this same top-down exploration perspective.

Later entries like Link's Awakening were similar too.

This was seriously retro.

But for some reason… it was kind of addictive?

Darry had never really played indie games before, and he wasn't familiar with the roguelike, randomly generated dungeon format that was popular in the indie scene.

This was essentially his first time playing a game like this. At the beginning, he felt frustrated by how easily he kept dying.

The character's health was limited, while enemies were relentless—one small mistake and he'd be dead.

Fortunately, he had some gaming experience. Gradually, he found the rhythm and began exploring the dungeon rooms one by one.

Every time he entered a new room, there was something new to discover. He had to admit—that felt pretty fresh.

Still, every death made his blood pressure spike.

The game was also full of crude, gross humor.

Enemies were either flies or bizarre, hard-to-describe creatures, and everything about it screamed "weird."

Yet somehow, it didn't feel disgusting.

Maybe the bizarre art style diluted that grossness.

Tsk… how am I supposed to get that treasure chest on the island in the middle?

Darry entered a dungeon room and spotted a treasure chest sitting on a small ring-shaped island surrounded by cliffs.

He could only stand nearby and stare at it—there was no way to reach it.

He tried every method he could think of, but couldn't find any way to get the chest.

In the end, he had to give up reluctantly, and during the rest of his run, he kept thinking about that chest surrounded by cliffs.

Then, after he cleared another room of all its enemies, a brand-new item appeared.

The item looked like a ladder icon, and a description popped up with it.

It allowed the character to cross a single tile of cliff, enabling unexpected gains and surprising tactical effects.

Huh?

Cross a cliff?

Darry immediately felt a surge of excitement. That meant he could finally reach the island and grab that chest!

He picked up the item without hesitation, backtracked to the room with the island, and when he approached the cliff, the game automatically placed a ladder icon across one tile of the gap, allowing him to cross easily.

So it was that simple—you just needed the right item.

Gradually, Darry felt like he was starting to understand the game's logic.

He needed to find all kinds of items to clear stages and grow stronger.

But the adventure wasn't smooth sailing all the way.

Eventually, he reached a boss room.

The boss looked like two worm-like creatures, darting around the room and constantly disrupting his judgment.

The boss was clearly much stronger than regular enemies—higher damage, more health. He didn't last long before the run ended.

Then a message screen appeared.

It was rendered in the same child-like, scribbled art style.

"I was killed by this guy. I'm leaving all my belongings to my cat. Next time, I'll definitely watch out for this monster."

That was… strange.

"Next time I'll watch out"—it felt like the game was directly telling the player to start another run.

Well then… let's do it.

Darry glanced at the clock. It was 7 p.m.

One more run, then he'd go play Counter-Strike.

Oh wait—no, today was the new season of Titanfall. He should finish the new seasonal challenges first.

Thinking this, he started another run.

This time, he decided to change his strategy.

Previously, he hadn't fully explored every room, and he suspected that was why he lacked the tools to beat the boss.

So this time, he planned to explore every single room and gather all possible items and resources. That way, he'd definitely beat the boss.

With that mindset, he played much more carefully than before.

Objects in this room can be destroyed… and they randomly drop a bit of gold.

Ugh, only a tiny bit of gold? That's really not much.

Why does this game give so little money? The shop rooms sell items that cost ten-plus coins each.

How was this game designed, anyway? The balance feels off.

So even the god of games can mess up sometimes.

Well, it's understandable. He's already achieved everything—he probably doesn't have the same sharp edge in game design as before.

Darry had a general idea of how game development worked. It required coordination among many people—balance design, level design, art, sound—every part had its own threshold.

Trying to make a game alone was ultimately a bit unrealistic.

So maybe those million preorders were just because of Takayuki's fame.

Even so, he still wanted to clear this game.

At the very least, he wanted to beat that boss.

Only then would he feel satisfied.

Finally, he cleaned out every single room.

To be safe, he even went back and meticulously rechecked every room, making sure there were absolutely no resources left.

Only then did he confidently enter the boss room.

This time, the boss wasn't the two worm-like creatures from before, but a completely different boss with an equally bizarre art style.

Huh?

So there are multiple bosses? Are they randomized each time?

That was pretty interesting. Maybe the god of games intended to extend playtime by offering a variety of bosses.

This time, fully prepared, Darry performed much better. He defeated the boss without too much effort.

He nodded in satisfaction, then glanced at the clock.

Only a bit more than ten minutes had passed, and he'd already beaten the boss. At this rate, he might even clear the whole game in one go.

A confident smile formed at the corner of his mouth.

Unfortunately, that confidence didn't last very long.

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