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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I think they charge your summons, giving them an extra turn or something. I don't know if that works with the mech suit. Imagine~~
I can confirm that electric damage indeed works with Mech suits, and i can also confirm that it's as busted as it sounds.

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My main problem with electric damage Tinker is that I'm unironically too retard for it.

There have been dozens of times where I charged up a big bomb with the Electrolyze skill (give your current weapon +3 damage and turn it into electric damage), manages to hit 4-5 enemies with it, realize they are all robots who receive 0 damage, they all get extra turns with Energized, and my 9 HP Mage in the backlines gets a free Broken Rib, meanwhile I can only look at my screen like this:

:stress:
 
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Huh apparently the gold pick axe turns gambits dice into a coin and force him to wast an action rolling again
 
I think the collarless spells are supposed to be unassuming but totally busted on purpose.View attachment 8624434
Something I have seen next to no one mention is how good the collarless spell Burst is, just as something like a sidearm.
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When I get home from work I really should do a run with at least one collarless cat. I'm struggling to find ways to make the Mage work for me so I might as well give the non-class a few goes.

I've seen people with duplicate collars, how do you get one and do you get to choose what they're duping? Because fuck I'd love to bring 2 Hunters on adventures.
 
There have been dozens of times where I charged up a big bomb with the Electrolyze skill (give your current weapon +3 damage and turn it into electric damage), manages to hit 4-5 enemies with it, realize they are all robots who receive 0 damage, they all get extra turns with Energized, and my 9 HP Mage in the backlines gets a free Broken Rib, meanwhile I can only look at my screen like this:
at this point you need to have that mage cat with the broken rib take away your Tinker license

 
I've seen people with duplicate collars, how do you get one and do you get to choose what they're duping? Because fuck I'd love to bring 2 Hunters on adventures.
Give cats to Tracy, you get one blank collar every other level. You don't get to choose which classes get duped, unfortunately, it's random every day(check the symbols on the adventure box to see what you have available).
 
I think the collarless spells are supposed to be unassuming but totally busted on purpose.
Spells like Waste Time or making a 4 tile pisspuddle look unassuming but the latter is a godsend in Act 2.

The Spells for Coins (vet Visit, Bounty Hunter etc.) are good to have especially the teleport one.

They also get checkmarks for finishing a run, if you got cats with passed down mutations & traits you can keep them collarless and they still bring in value to the team.
 
Spells like Waste Time or making a 4 tile pisspuddle look unassuming but the latter is a godsend in Act 2.

The Spells for Coins (vet Visit, Bounty Hunter etc.) are good to have especially the teleport one.

They also get checkmarks for finishing a run, if you got cats with passed down mutations & traits you can keep them collarless and they still bring in value to the team.
Dump (take a shit on a tile next to you) can be used to make enemies waste their attacks in chokepoints, and makes Zodiac waste his bullets shooting at your shit

The colorless movement spells like Step are as effective as any class one for giving you a bit of non-move action repositioning

BBQ (spawns food pickups) can be enough to keep a team alive, especially if you upgrade it to the + version that heals 10 HP and gives +1 str when eaten

There are very few colorless spells I've found to actually be useless
 
There are very few colorless spells I've found to actually be useless
I think the only real duds I found were something like changing a tile, and before someone pointed it out how to actually leverage it: waste time. I stand enlightened, however.
 
Outside of mage (ab)use, how should I prepare for my first Dybbuk fight? Right now I'm following Birthday Cat's advice and farming the fuck outta the Caves for furniture.
You don't need to do anything special for dybbuk; he's mainly just a gimmick/puzzle fight who catches people off guard the first time. Just think about positioning and get him surrounded before you start targeting him, if you don't have any traps/AOEs/counters/big thorns/landable stuns by the time you reach him.
And either try not to get the last hit with a cat that can solo the rest of your team, or deliberately down your worst cat first since he'll prioritise that. Probably would have been more fun to find out for yourself, but if you know those two things he's likely an objective pushover compared to the spider.
 
The Amigara mutation set is crazy, I mentioned it a while back. I've made it the baseline of my whole operation so most of my guys have either the arms or legs and are thus immune to all hazards, it's great.
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Edit: On the subject of Range, the collarless move that boosts range lets spin-butcher hit the entire level every turn, which isn't super-great for bosses but it's funny to fill the whole map with food.
 
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My absolute favorite mutation is the tentacle arms that grant knockback immunity, having this innately is broken as shit and enables so much cheese all over the game, in addition to just generally making positioning easier. An effect of knockback immunity that's not immediately obvious is that it makes you immune to all kinds of trample/displacement damage too, trampling enemies are unable to stop on your tile and if they go through you you take no damage. I think mutations are the real thing to focus on breeding for, base stats aren't really that important (at least in normal mode), it's better to focus on making your own breed of freak cats with special passives built in. Pic related, the current gold standard of my breeding program
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