This is an extended version of the famous Flash game “Binding of Isaac” by indie legend Edmund McMillen. My task was to port the game code from Flash/ActionScript2 to KAGE, a proprietary cross-platform C++ framework, adding heaps of new content and innovative new gameplay elements.
I started working on this project for Nicalis, Inc. in 2013. While I started out alone, over time four new programmers were added to the project and I took the role of a lead programmer, assigning tasks and giving instructions.
I also had to work closely with the lead artist, Matt Kap, who was tasked to re-create all Adobe Flash content in a new art style, for the new engine. Adrian Gavrilita and I invented a new file format, along with a tool for creating multi-layered 2D sprite animations. This custom tool, mostly written by Adrian, helped a lot with asset creation.
One interesting challenge was to adapt all the gameplay systems for seeded random number generators (RNGs). In Rebirth it is ensured that if you replay a game using the same random seed, all random-chance events will have the same outcome as before.
After release of the game I also took the lead in handling bug reports/customer complaints for the PC version, and created a thread on the Steam community boards which helped a great deal in resolving common issues. Initially the game did not run on pre-OpenGL 3 hardware. I managed to lower the requirements to OpenGL 2.1 post-release, which resolved a lot of customer complaints and extended the potential player base significantly.
Compared to Afterbirth+, which had already been ported to Switch, Repentance added complex visual effects and huge bosses, resulting in unacceptable rendering performance on Nintendo Switch. I spent a lot of time with a GPU debugger to find and fix bottlenecks in certain areas of the game. It was released for Nintendo Switch in November 2021 (digital version) and December 2022 (physical version).