

At this point in the process, I wasn't thinking about how we were going to sell this game (or if we were going to be able to sell the game at all!) it was just a challenge we both wanted to finish. It seemed too good to pass up, so we continued working on it in Flash (using ActionScript 2). This was good, because I had two clear goals when I started designing Isaac: I wanted to make a roguelike game using the Legend of Zelda dungeon structure, and I wanted to make a game about my relationship with religion.īoth goals were challenging but very fun to design, and after seven days we had something that was turning into a game. Florian is the kind of guy who is up for anything he wasn't worried about his reputation, and was basically down with whatever I wanted to do in terms of content. Tommy Refenes ( Super Meat Boy co-developer) was taking a vacation, so I decided to do the game jam with Florian Himsl, who programmed a few of my previous Flash games ( Triachnid, Coil, and Cunt). The Binding of Isaac started in a weeklong game jam. And I wanted to really push my limits to get back to where I had come from - a place where there were no boundaries, where I could create anything without worrying about making a profit. I wanted to make something risky and exciting now that the financial aspects of that risk were gone. I wouldn't say Super Meat Boy was "selling out," but it was the closest I was going to come to it when it came to playing by the rules to make sure that we could sell the game that consumed two years of our lives (and all of our money).Īfter SMB, I no longer had those worries - I could afford to take a bigger risk and fail, if I felt like failing. When I started working on The Binding of Isaac, I was still haunted by the end of Super Meat Boy's development, and the hoops we had to jump through to get there. From any mainstream marketing perspective, I designed Isaac to fail - and that was my goal from the start.
#The binding isaac levels movie#
I had hoped it would gain some minor cult status in small circles, kind of like a midnight movie from the 1970s. You see, The Binding of Isaac was made to clash against mainstream games - it was designed to be a niche hit at best.

I knew Isaac was special, but if you asked me to bet on whether Isaac would sell over one million copies in less than a year, I would have bet against it. It makes no sense - and this is coming from the person who believed in it the most. On paper, there is simply no reason for a game like The Binding of Isaac to have become as huge as it has.
