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Bardia_Crunch

@bardia-crunch.bsky.social

art and gamedev, Godot, loves Binding of Isaac Have a nice day :)

15 Followers  |  19 Following  |  51 Posts  |  Joined: 21.10.2024  |  1.9131

Latest posts by bardia-crunch.bsky.social on Bluesky

what's up 15 followers
did you miss me?
"cricket noises"
"tumbleweed crosses"
"thunder hits me"
"drops dead"
"turns into a pile of ash"
"wind blows the pile of ash"

08.11.2025 17:24 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

hit post

21.05.2025 07:00 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

ivy sly!!!!! their games are awesome
wasn't expecting to see them in your post

21.05.2025 06:54 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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+ + panic + +

30.03.2025 01:51 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

happiest day of my life strikes again

17.02.2025 10:09 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

can relate, would procrastinate again 10/10

13.02.2025 23:02 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

showed one of my classmates Dusk and then Ultrakill,
they were literally showing crack symptoms

couldn't get them off the keyboard lol

28.01.2025 11:11 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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doodle
#art #doodle

25.01.2025 09:48 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

analog horror

18.01.2025 15:49 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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scorch tank

16.01.2025 14:00 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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blood bar

16.01.2025 07:59 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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also wowow

12.01.2025 18:51 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

yes Discover tab can't believe i forgot to say where lol

I'd like to have a diverse feed based on what i like to actually find new stuff and know about what is happening in the internet rn
which surprisingly twitter managed to do that for me
my experience started fine here but it went downhill fast

12.01.2025 18:51 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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I am sooo done with this platform.
I hope this post does not go under the rug so I'm putting a bunch of tags.

if this post ever gets seen, please make it respectful and be kind to eachother and have a nice day :)
#bsky #bluesky #twitter

12.01.2025 17:13 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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does this god damn button even work?

10.01.2025 16:21 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

you guys are delusional this was a banger!!!
(me talking to the shampoos)

08.01.2025 17:20 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
How I Broke up with Adobe
YouTube video by James Lee (Animation) How I Broke up with Adobe

How I Broke up with Adobe

06.01.2025 13:51 โ€” ๐Ÿ‘ 2022    ๐Ÿ” 503    ๐Ÿ’ฌ 53    ๐Ÿ“Œ 44

Devil Woman

05.01.2025 02:49 โ€” ๐Ÿ‘ 853    ๐Ÿ” 167    ๐Ÿ’ฌ 9    ๐Ÿ“Œ 3
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Balatro before it got cool

03.01.2025 20:47 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1

i unironically boot up Bejeweled 3 poker mode in windowed mode whenever i'm bored in discord voice chats lol

01.01.2025 20:51 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

santa claus is slaying

25.12.2024 09:25 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I'm afraid it's peak
common Ivy W

20.12.2024 23:57 โ€” ๐Ÿ‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

PEAM!
props to the spriter too it looks awesome

20.12.2024 16:28 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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another doodle
i really like this one
#art

19.12.2024 10:07 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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more doodles
#art

18.12.2024 08:59 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
FOUR SOULS
 
"When Javon approached me about doing a Binding of Isaac "board game", I initially scoffed at the idea. How could anyone do the game justice in a physical format? But the seed was planted and challenge proposed. If I were to do a physical version of Isaac, what would it look like, and how would it play?
 
A number of months later, when I was sick with the Flu and very bored, the idea of an Isaac card game with a push your luck dice mechanic started to form. Just a few hours later, I was playing an extremely crude version of Four Souls with strips of card stock paper with my wife Danielle... and it was fun!
 
Within 2 days, I had a fully functional prototype for the game. I called up Javon to see if the offer was still on the table. Literally days later, he was playing the game in person and asked if I was ready to start a Kickstarter for it. The rest is history."

FOUR SOULS "When Javon approached me about doing a Binding of Isaac "board game", I initially scoffed at the idea. How could anyone do the game justice in a physical format? But the seed was planted and challenge proposed. If I were to do a physical version of Isaac, what would it look like, and how would it play? A number of months later, when I was sick with the Flu and very bored, the idea of an Isaac card game with a push your luck dice mechanic started to form. Just a few hours later, I was playing an extremely crude version of Four Souls with strips of card stock paper with my wife Danielle... and it was fun! Within 2 days, I had a fully functional prototype for the game. I called up Javon to see if the offer was still on the table. Literally days later, he was playing the game in person and asked if I was ready to start a Kickstarter for it. The rest is history."

THE LEGEND OF BUM-BO
 
"The Legend of Bum-bo is a prequel to the Binding of Isaac and is a randomly generated reconstruction of a match 3 game with deck builder elements. Bum-bo has you taking on the role of Isaac's imaginary friend Bum-bo on his quest to find his coin! Spoiler: not many realized this but as you progress deeper into Bum-bo, the fourth wall breaks and you discover the whole game is being played out inside a cardboard box in Isaac's room!
 
As you then dive even deeper still, you start to unlock more secrets about Isaac's father that fill in many of the main game's gaps. In a lot of ways, this aspect of Isaac's story was made to paint a better picture of who Isaac's dad was, before the same was done for Isaac's mom in Repentance."

THE LEGEND OF BUM-BO "The Legend of Bum-bo is a prequel to the Binding of Isaac and is a randomly generated reconstruction of a match 3 game with deck builder elements. Bum-bo has you taking on the role of Isaac's imaginary friend Bum-bo on his quest to find his coin! Spoiler: not many realized this but as you progress deeper into Bum-bo, the fourth wall breaks and you discover the whole game is being played out inside a cardboard box in Isaac's room! As you then dive even deeper still, you start to unlock more secrets about Isaac's father that fill in many of the main game's gaps. In a lot of ways, this aspect of Isaac's story was made to paint a better picture of who Isaac's dad was, before the same was done for Isaac's mom in Repentance."

REPENTANCE
 
"Around the release of Afterbirth+, I started to notice people talking about this mod called Antibirth, a huge project by a small team of devs lead by Vinh T, or Kilburn as he was known online.
 
Antibirth was jaw-dropping. The design, polish, and understanding of the games' core mechanics meant it did not feel like a mod, instead feeling professionally done. Soon after playing the mod for myself, I reached out to Vinh via email and asked if he wanted to work with me on the final booster packs for Afterbirth+.
 
We worked very well together, and it was clear he knew the game inside and out, just as well - not better - than I did. Halfway into the development of the Forgotten, I asked Vinh what he thought about making Antibirth official and merging it with some ideas I had been saving for Isaac 2. He said yes, and the development of the Repentance expansion began."

REPENTANCE "Around the release of Afterbirth+, I started to notice people talking about this mod called Antibirth, a huge project by a small team of devs lead by Vinh T, or Kilburn as he was known online. Antibirth was jaw-dropping. The design, polish, and understanding of the games' core mechanics meant it did not feel like a mod, instead feeling professionally done. Soon after playing the mod for myself, I reached out to Vinh via email and asked if he wanted to work with me on the final booster packs for Afterbirth+. We worked very well together, and it was clear he knew the game inside and out, just as well - not better - than I did. Halfway into the development of the Forgotten, I asked Vinh what he thought about making Antibirth official and merging it with some ideas I had been saving for Isaac 2. He said yes, and the development of the Repentance expansion began."

ISAAC ONLINE
 
"During development of Repentance, we dabbled around with a very early prototype of an online co-op mode for Isaac. It was basic and did work, but not well enough to actually release to the public. For Rebirth's 10th anniversary, we decided what better way to celebrate than bringing back that idea and making it official!
 
I always dreamed of being able to play Isaac with friends online, but the idea of Isaac online having achievable goal markers seemed way too good to pass up, especially the idea of killing your friends in a battle to the death at the end of a run!"

ISAAC ONLINE "During development of Repentance, we dabbled around with a very early prototype of an online co-op mode for Isaac. It was basic and did work, but not well enough to actually release to the public. For Rebirth's 10th anniversary, we decided what better way to celebrate than bringing back that idea and making it official! I always dreamed of being able to play Isaac with friends online, but the idea of Isaac online having achievable goal markers seemed way too good to pass up, especially the idea of killing your friends in a battle to the death at the end of a run!"

๐Ÿงต(2/2)

Thank you We Strvn for the pictures of the cards!

16.12.2024 18:36 โ€” ๐Ÿ‘ 37    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
FLASH
 
"When I finished Super Meat Boy, and Tommy took a vacation, I realized I should do the same. Travel seemed stressful and I really wanted to reward myself with something relaxing for me personally, so I chose to make a small flash game with my longtime friend and work partner Florian Himsl. That flash game quickly grew and in 3 months we had finished what would be called The Binding of Isaac, a play on the words The Legend of Zelda (where it drew most of its inspiration from).
 
Isaac released to pretty ok reviews and mildly ok sales. But, as the months went by, we noticed sales start to climb as word of mouth grew and people started to stream the game on YouTube. By the summer of next year, Florian and I would release Wrath of the Lamb: A large expansion to the original game adding new endings, final bosses, and lots of new items. The release of Wrath of the Lamb would cause Isaac's sales to triple, and at that point, not even a year after its release, The Binding of Isaac - a tiny flash project made by a friend - would eclipse Super Meat Boy in sales. However, we soon noticed we had hit a wall when it came to what flash could do, and realized we needed to look into other options if we wanted Isaac's story to continue..."

FLASH "When I finished Super Meat Boy, and Tommy took a vacation, I realized I should do the same. Travel seemed stressful and I really wanted to reward myself with something relaxing for me personally, so I chose to make a small flash game with my longtime friend and work partner Florian Himsl. That flash game quickly grew and in 3 months we had finished what would be called The Binding of Isaac, a play on the words The Legend of Zelda (where it drew most of its inspiration from). Isaac released to pretty ok reviews and mildly ok sales. But, as the months went by, we noticed sales start to climb as word of mouth grew and people started to stream the game on YouTube. By the summer of next year, Florian and I would release Wrath of the Lamb: A large expansion to the original game adding new endings, final bosses, and lots of new items. The release of Wrath of the Lamb would cause Isaac's sales to triple, and at that point, not even a year after its release, The Binding of Isaac - a tiny flash project made by a friend - would eclipse Super Meat Boy in sales. However, we soon noticed we had hit a wall when it came to what flash could do, and realized we needed to look into other options if we wanted Isaac's story to continue..."

REBIRTH
 
"A company called Nicalis had reached out to me a while back, interested in publishing Super Meat Boy and a few of my old flash games, and I had declined. Once I had hit a wall with the flash engine used to make the original Isaac, I reached out to Nicalis hoping to port the flash version of the game to a new engine and possible get it on console. I decided on a retro SNES look to the game - a look I had always wanted for the original, but hadn't gone with as pixels had looked bad on flash and I wasn't a great pixel artist. Along with the new look, there also came a totally new soundtrack by Ridiculon, more moody and ambient than the original, allowing me to go darker with the games' themes and create an atmosphere of gloom you just couldn't shake.
 
About a year into development, I knew the game couldn't just be a port with a makeover. We took another 2 years to add a huge expansion on top of the original game, adding many more bosses, characters, items, endings, and even a local co-op mode where people could drop in and out of a run at any time via co-op babies. Rebirth would release on all consoles at the same time - a huge undertaking, but one that paid off in a big way."

REBIRTH "A company called Nicalis had reached out to me a while back, interested in publishing Super Meat Boy and a few of my old flash games, and I had declined. Once I had hit a wall with the flash engine used to make the original Isaac, I reached out to Nicalis hoping to port the flash version of the game to a new engine and possible get it on console. I decided on a retro SNES look to the game - a look I had always wanted for the original, but hadn't gone with as pixels had looked bad on flash and I wasn't a great pixel artist. Along with the new look, there also came a totally new soundtrack by Ridiculon, more moody and ambient than the original, allowing me to go darker with the games' themes and create an atmosphere of gloom you just couldn't shake. About a year into development, I knew the game couldn't just be a port with a makeover. We took another 2 years to add a huge expansion on top of the original game, adding many more bosses, characters, items, endings, and even a local co-op mode where people could drop in and out of a run at any time via co-op babies. Rebirth would release on all consoles at the same time - a huge undertaking, but one that paid off in a big way."

AFTERBIRTH
 
"Much like the original flash version of Isaac, sales continued to climb and players started begging for more content. We did what we had done before, and started on a new DLC. I had been prototyping ideas for an Isaac sequel, and one of the elements of it was a progressive "mega shop" that was always accessible to allow easier planning and "drafting" of items. This idea would become a prototype we would call "greed mode". Greed mode was quite interesting, so we decided to add it to the new DLC along with features like Daily Runs, allowing you to compete against your friends and other players globally for high scores.
 
We concluded the release of Afterbirth with a very fun ARG where people all around the US were sent outside to find clues that would lead to the physical location of a keeper figurine with yet another puzzle set into it. Solving this final puzzle would unlock The Keeper as a playable character in all versions of the game!"

AFTERBIRTH "Much like the original flash version of Isaac, sales continued to climb and players started begging for more content. We did what we had done before, and started on a new DLC. I had been prototyping ideas for an Isaac sequel, and one of the elements of it was a progressive "mega shop" that was always accessible to allow easier planning and "drafting" of items. This idea would become a prototype we would call "greed mode". Greed mode was quite interesting, so we decided to add it to the new DLC along with features like Daily Runs, allowing you to compete against your friends and other players globally for high scores. We concluded the release of Afterbirth with a very fun ARG where people all around the US were sent outside to find clues that would lead to the physical location of a keeper figurine with yet another puzzle set into it. Solving this final puzzle would unlock The Keeper as a playable character in all versions of the game!"

AFTERBIRTH+
 
"Shortly after the release of Afterbirth, Nicalis came to me with the idea of doing a fully supported set of mod tools and releasing it to the public so fans could continue the game's legacy. At the time, Afterbirth was the game's final DLC and I had moved onto other projects, but the idea of doing another small update alongside the mod tools release sounded cool, so I feverishly gathered up all the cutting room floor designs from Afterbirth and expanded upon them in a design doc. Then, life happened. My first daughter was born, I left Team Meat, I was being threatened with lawsuits, and life was generally impossible. I felt like leaving the industry, and my preoccupation with all of these things pulled me as far from dev as possible.
 
Afterbirth+ released half-baked and was easily the worst launch of my career, marred with untested balance issues, game crashes, and general confusion from the public. I felt like I owned the fans more than an apology, so after months of patches to fix the issues, we started adding bi-monthly "Booster Packs": mini expansions filled with fan-made items and eventually a whole new character, the Forgotten, that would be implemented and co-designed by Vinh, a well-known Isaac modder who had created the popular Antibirth fan mod."

AFTERBIRTH+ "Shortly after the release of Afterbirth, Nicalis came to me with the idea of doing a fully supported set of mod tools and releasing it to the public so fans could continue the game's legacy. At the time, Afterbirth was the game's final DLC and I had moved onto other projects, but the idea of doing another small update alongside the mod tools release sounded cool, so I feverishly gathered up all the cutting room floor designs from Afterbirth and expanded upon them in a design doc. Then, life happened. My first daughter was born, I left Team Meat, I was being threatened with lawsuits, and life was generally impossible. I felt like leaving the industry, and my preoccupation with all of these things pulled me as far from dev as possible. Afterbirth+ released half-baked and was easily the worst launch of my career, marred with untested balance issues, game crashes, and general confusion from the public. I felt like I owned the fans more than an apology, so after months of patches to fix the issues, we started adding bi-monthly "Booster Packs": mini expansions filled with fan-made items and eventually a whole new character, the Forgotten, that would be implemented and co-designed by Vinh, a well-known Isaac modder who had created the popular Antibirth fan mod."

๐ŸงตTHREAD (1/2)

In the latest Binding of Isaac: 4-Souls anniversary booster pack, there are little history blips from every major Isaac release.

These details from Edmund Mcmillen give insight into the creation of The Binding of Isaac.

16.12.2024 18:36 โ€” ๐Ÿ‘ 50    ๐Ÿ” 10    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Evan the great
for art jam hosted by @gneisskitty.bsky.social
#art #digitalart

15.12.2024 19:59 โ€” ๐Ÿ‘ 2    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

warcraft 3 and pikmin fusion

15.12.2024 10:19 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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