
The true spice of the game – the part that kept you going – was the variety of items you could get at each shop, boss room, and secret devil deal rooms. The game is designed such that you need to beat the game many times to see all the bosses and all possible endings, which means that a particular lucky run doesn’t impact the lifetime of the game, except for possibly unlocking more stuff. Edmund reasoned that since every game in Isaac is fairly short, it would be ok to give the player passive bonuses that stack up - in the worst case, the player would beat the dungeon. Passives are difficult to control and balance, unlike active powers, which can be controlled via cooldowns, resource limits, etc. Most games shy away from giving the player too many passive bonuses. McMillan made some very interesting, if not brave, decisions when designing Isaac. Additionally, in the rogue-lite tradition (which was just starting out at the time), every run in the game is different, and once you die, you have to start over. Every level of the dungeon is randomized, and every level has a boss in the end. Like many rogue-lites, the game takes the familiar Zelda top-down mechanics and transplants them into a procedurally generated, randomized dungeon. Everything in this game: the art, the music, but especially the mechanics, came together to make a sublime experience. I consider it one of the greatest self-contained works of art of PC gaming.

The Binding of Isaac was a little rogue-lite title created by Edmund McMillen of Super Meat Boy fame.
