To elaborate:
One of the foundational elements of Rogue and Roguelikes (that is so polarizing it isn’t part of The Berlin Interpretation) is the idea of randomized and unknown item effects. It goes back to tabletop gaming where you would find a potion and have no idea what it does, so you would give a sample to a rat you keep in a cage or splash it on a goblin prisoner. For obvious reasons, that shit went away in favor of skill checks.
The BoI items were very much in that vein. Theoretically you would memorize them over the course of runs and learn the synergies that helped you. In practice… ain’t nobody had time for that shit.
But it is a design philosophy that wasn’t uncommon for roguelites/likes of the era.
simple@piefed.social 1 day ago
This. It made sense in Flash isaac when there were maybe 100 items, but now in Repentance+ there are just too many to count with many items looking very similar to others. Not including vague trinkets and run ending decisions like devil deals.