>>302700
>srsly, why isn't this just a flash game? They started making flash games. There was no reason to make it defunct. Paranoia, like thinking znes would get you hax.exe.
There's an old Gamasutra article you can read on The Binding of Isaac's development at https://archive.ph/I74VC if you're curious. Here's the relevant parts (along with a section related to >>302705 ):
>2. Testing (and the Lack Thereof)
>At launch, The Binding of Isaac had 100 items and five playable characters. 70 percent of the items in Isaac stack, and all the item abilities will affect Isaac in some way, so there were so many variables to keep track of that all the testing in the world couldn't have prepared us for launch.
>Everything about the game was based on complex variables that multiply with each level you pass. In order to fully test all the variables we had in place, it would have taken hundreds of testers several days of extensive play time to fully debug this little monster -- there were bugs that actually took 100,000+ people four weeks to find due to how buried and rare some of them were.
>Also, launching on PC meant launching on 10,000 different PC configurations, so we had bugs that would be caused by antivirus software, clean-up tools, and even some types of keyboard configurations.
>The sad fact was that it was the day-one buyers that ended up fully testing Isaac for us, and I felt really shitty about that. A few weeks after launch I put together a free mini-expansion to make up for our shaky launch -- but that, too, was filled with bugs.
>3. Performance and Feature Issues with ActionScript 2
>The biggest downfall of The Binding of Isaac is its performance. Isaac was designed in Flash using ActionScript 2; that's what Florian could program in, so those were the limitations we had to work around. Sadly, Flash AS2 is quite outdated, and even with all the amazing work Florian put in, we simply couldn't get the game to run well on lower-end PCs. Flash even had major issues with PCs that used dual-core processors, so even PCs with amazing specs would slow down at times.
>If I had known that anyone would have cared about Isaac, I wouldn't have made it in Flash at all. Framerate issues aside, Flash's lack of controller support and integrated Steam features really hurt Isaac. It pained me to release a game that was lacking features almost all games have. You'd think by now Flash would have added some kind of controller support, but no. Tommy actually wrote an achievement program specifically for Isaac so it could award Steam achievements, which was hugely helpful, but I couldn't ever really feel satisfied with the product due to our AS2 limitations.
>4. Too Big in Scope for Flash
>Aside from the performance issues and AS2's limitations, late in Isaac's development we soon realized that Flash simply wasn't at all made to support a game of Isaac's size. Once the .FLA file rose above 300MB, we couldn't even consistently generate an .SWF file from it without crashing.
>This issue almost prevented Wrath of the Lamb from coming out at all; we were at a point in development where simply saving the .FLA would corrupt it about 25 percent of the time. Florian would have to restart his PC and save the .FLA in a new folder every time we had to export an .SWF just to test it, and 50 percent of the time it wouldn't work for no apparent reason.
>It was quite a horrible experience, and if we could have seen into the future with a crystal ball, we would have simply not used Flash. (Maybe this will be a feature in Flash CS7...)