Mewgenics - Edmund McMillen's biggest game yet

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Will it be better or worse than The Binding of Isaac?


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  • Poll closed .
Fighter seems to be most consistent in getting a good build since there's not a lot of paths to spec into (hunter seems to have the most out of all starting classes). Also Merciless+ is probably the best passive. My Berserker+ + Bloodzerker + Merciless+ cat from The Loner run had 100+ HP, 20+ All Stats Up and 70+ dmg backstab crits at the time of killing Act I final boss.
Thief is kinda useless because coins are capped at 99 and the most useful thing it can do compared to other classes is ignore armor.
One room with maxed stimulation for breeding, other two are for keeping cats gender separated because of relationship mechanic. Gay kittens instantly go to Tink and ? ones get sent on adventure as soon as they form a relationship. One of the pairs gets the same class for more consistency in skills of their kittens. After adventure they go to the breeding room.
Had a thought that there should be more automation features and remembered that fluffies exist.
 
The game needs a "Steven" mode.

Steven pops up if you try to savescum and automates all your cats. Your cats become Ai controlled and you can only make event choices/act in the minimap

This would honestly make a lot of the trash runs more fun. Pick 4 strays, turn on Steven, and then watch shitty runs autoplay in the bg while you do whatever.

Would make the game a lot less tedious.
 
The game needs a "Steven" mode.

Steven pops up if you try to savescum and automates all your cats. Your cats become Ai controlled and you can only make event choices/act in the minimap

This would honestly make a lot of the trash runs more fun. Pick 4 strays, turn on Steven, and then watch shitty runs autoplay in the bg while you do whatever.

Would make the game a lot less tedious.
Aren't there any upgrades to limit how much a bad run sets you back like in DD?
 
I haven't got far enough into breeding to say, but what sort of abilities are inheritable? Are the class ones inheritable as well?
 
Everything besides injuries are inheritable, I think. Maybe not the + versions of abilities/passives? Unless that happens too with a high enough stimulation stat.

I've seen someone try the Steven run thing, it died in the second fight of the Alley. The AI is great at attacking but not great at staying alive.

Aren't there any upgrades to limit how much a bad run sets you back like in DD?
Yeah there's a character who scavenges resources and rare items you drop on failed runs. I dunno how helpful he gets, since you upgrade him with dead cats/failing and (like most people have said) that hasn't really been a major issue. But if you were doing a run because you were desperate for food or whatever he'll bail you out unless you really fucking suck.

I think the food prices in the shop go down a lot when you're low on food too? Or maybe that's from shop upgrades. I've hardly used it aside from buying the upgrade rewards so I wasn't really paying attention.
 
Dybbuk just forced me to kill my tank right before the final boss
I had half of my best items on that motherfucker
He didn't even end up downed or anything he just fucking died after being exorcised
What the fuck man
hell.png

EDIT there was no final boss the last stage was an event
so my full-health tank that I'd treated perfectly and was looking to breed was killed due to random chance
yay :lossmanjack:
 
Interesting interactions I've discovered, figured I'd share: Flowers and Grass become tall flowers and tall grass when watered by water spells.

Kind of a no brainer but electrical attacks spread through water tiles. However, this works for creep tiles too, believe it or not.

Explosives seem to instakill cats instead of injuring them, as I've discovered from using a cat with overpowered.

Using fire on food pickups turns it into cooked food, which gives a stat boost as well as healing.
 
Kind of a no brainer but electrical attacks spread through water tiles. However, this works for creep tiles too, believe it or not.
Everything conductive, so anything wet standing next to the water will bridge it too. Or metal your cats are wearing. Or on the ground, including coins.

I love how it's not like... 1 electric damage for standing in a puddle or something like most games: it's the full-ass effect of whatever "electric" spell was cast, over every connected tile. That's cool as fuck.
 
Interesting interactions I've discovered, figured I'd share: Flowers and Grass become tall flowers and tall grass when watered by water spells.

Kind of a no brainer but electrical attacks spread through water tiles. However, this works for creep tiles too, believe it or not.

Explosives seem to instakill cats instead of injuring them, as I've discovered from using a cat with overpowered.

Using fire on food pickups turns it into cooked food, which gives a stat boost as well as healing.
I just started playing the game and Bramble can be turned into Big Ice Shards with Frost Blast. Spitting on an enemy on Ice Shards freezes them. I've cheesed Boris in the sewers by setting up Bramble/Ice Shards in the center of the arena and constantly freezing him by spitting on him while he wracks up bleed stacks via Crisp Paper.
 
METEOR CRAAAASH!
(METEOR CRAAAASH!)
(METEOR CRAAAASH!!!)

Alien life's earth boooound!

This game's soundtrack lives in my head rent free...
 
This level keeps kicking my ass.
How bad the moon is?
My only real issue with the moon is that the miniboss can ruin your run if you're not careful, but it's surprisingly not that much worse than the Alien Crater (Feline Invader). If 3-4 of your cats are alive, you probably could do it without much trouble.

Surprisingly the only area that I legit would call it hard/"unfair" it's THE BLOODY BUNKER

The Bunker is worse than the literal hell that you have to go through as your third area (the Core), how did Edmund managed to make THE PLACE WHERE YOU FIGHT SATAN HIMSELF EASIER THAN A BABY WITH A BRAIN TUMOR!!?

"Let's make the most common enemy type have 20 HP, have double turns and be able to deal 6-9 damage on the first turn that may cause bleeding" "Also let's make the boss have 250 HP and summon the 20 HP enemy everytime it's not being washed, and if the player kills them without killing his squad, they all get a buff, don't run away and will probably kill all your cats if they're on low HP"

This enemy below isn't even the worst offense, but why do they have 20 HP, 2 HOLY SHIELDS, 2 TURNS PER ROUND and SPARKLES which is just more unavoidable damage towards one of your cats (hope they aren't at 1 HP)

1771190043795.png

I did learn how to survive it, but I can already tell that this area will be THE difficulty spike that will be spammed in memes and mentioned in every video essay ever made about the game, it's genuinely that bad.

I don't even bother going there if I don't have any good form of DPS, because if I actually don't, the boss will have so many summons on the field that it would be impossible to kill them all before exhaustion sets in. You could literally swap The Core with The Bunker and I think it would be a smoother difficult curve, even if I think the Core's boss is irritating to kill.

In a twist of irony however, it does have my favorite soundtrack, so I guess that balances it out and makes it somehow tolerable to go through lol.

 
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Interesting interactions
I'll add to this. If you use a wind spell on a body of water, it creates a current which uses up an additional 2 move points instead 1. Although it's really situational, it saved me a run in the sewers against the fucking sharks in the sewers. Really nice detail.
 
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