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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The act 2 final area is laser-targeted at my sense of humor. Grinned like an idiot the whole time. Crazy Days may be my favorite boss song of any game since the SNES era. The whole area is just so absolutely innocent and unexpected given ed's sense of humor and feels like a pull from a completely different game, and the whole madness/manic energy thing works so well when you go in expecting it to be presented in the depressive way ed usually tackles that like the void from Isaac.

Also I'm completely flipped on Psychic. They own hard solely because of Vacuum. Being able to pull all the enemies into a clump and throw the bloodrage cat into them won me so many fights in that run so quickly.
 
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Just figured out the secret to beating this game. 100% win rate guaranteed! have a Hunter in your team


Beat the Caves for RNG Cannon ability and Graveyard for the Superluck/Goofball (a really powerful passive)
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You won´t believe how long it took for the sparkles to stop shooting.
 
I am a hair breadth's away from cheating in an encounter with the final act 2 boss. It has been four in-game days and I am going crazy. I love the soundtrack, but if I have to hear any theme from Act 1 again I am going to go postal.
Does anybody know why I'm basically only getting quest items for Act 1?? I have one single sidequest item for Act 2, and it's the fucking stopwatch. I don't want to play through Act 2 anymore, but why haven't I gotten anything for Act 3 at all when I've had it unlocked for 60+ hours now?
 
I am a hair breadth's away from cheating in an encounter with the final act 2 boss. It has been four in-game days and I am going crazy. I love the soundtrack, but if I have to hear any theme from Act 1 again I am going to go postal.
Does anybody know why I'm basically only getting quest items for Act 1?? I have one single sidequest item for Act 2, and it's the fucking stopwatch. I don't want to play through Act 2 anymore, but why haven't I gotten anything for Act 3 at all when I've had it unlocked for 60+ hours now?
Quest items go in order. You have to go through the Act I items to get to Act II and so on.
 
Some of the interactions in this game get a bit esoteric. Knockback immunity, for example, makes it so you can't be targeted by Swap.

Also at least for Act 1/2 bone set seems CRAZY. One cat getting it is enough to gear you for 4 cats getting it starting next adventure, and then you can just maintain it permanently with each cat producing a piece of gear every single fight.
 
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Fire immunity also seems to mean 'you heal from fire damage', at least in the sense of the lava set you can pick up in act 2.

Fun subtle thing too : The hamster bottle hat you can pick up periodically in the desert effectively functions as burn immunity and makes the burning orb quest trivial, plus the fact you're burning at all times besides your turn means you can just put the orb and hat on your tank and let the enemies burn themselves hitting them.
 
Is done, is over, i finally did it
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possibly the most painful experience other than running the crater, it took purging 90% of my cats and a couple dead strays to hold off Pyrophina (my tinkerer suprisingly solo'd the rock monster)

I think is absurd that even with 40 stim is still not enough to get good shit, a lot of my best cats werent even born there and i had 2 cats with the best genes and non related and they still produced garbage and had more birth defects that my harbsburg arc, either their genetics where stitched together with flextape and dreams or they were so pure they didnt had issues until i started to introduce strays.

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At least the new kittens are cute.

Zaratana completely BUCKBROKEN by second amendment enjoyer tinkerer, everyone was sweating bullets, including the butcher but my man just teleported away and blasted its ass to dead.
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This tinkerer was such a chad, and i fear i wont get another one like him ever again.
 
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Anybody know how this thing got horns without having a mutation for it?
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I'm tempted to assume it has to do with the name, but I can't confirm for obvious reasons. Curious if anyone else has gotten somethin similar.
 
Anybody know how this thing got horns without having a mutation for it?
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I'm tempted to assume it has to do with the name, but I can't confirm for obvious reasons. Curious if anyone else has gotten somethin similar.
Inbreeding not only increases the chances for birth defects but also mutations, i got frog eyes that allow me to see enemy traps and long legs that give me +1 reach from inbreeding. Sometimes the cats are so genetically fucked they just spawn a mutation that neither parent had, it doesnt have to be heavy inbreeding either, sligthly inbreed cats can spontaneusly be born with mutations.

The horns aren't a mutation. All of the cat's mutations are shown in the rightmost picture. It doesn't have any mutation that would correlate to these horns.
I see now, i didnt saw the image, i think thats just normal cat things, some cats have weird features but they are just aesthetic things, for example there are cats with white eyes but is not a mutation then some cat is born with an eye mutation that looks exactly the same but it gives you +2 strenght.

I think i've seen those horn ears before.
 
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Inbreeding not only increases the chances for birth defects but also mutations, i got frog eyes that allow me to see enemy traps and long legs that give me +1 reach from inbreeding. Sometimes the cats are so genetically fucked they just spawn a mutation that neither parent had, it doesnt have to be heavy inbreeding either, sligthly inbreed cats can spontaneusly be born with mutations.
The horns aren't a mutation. All of the cat's mutations are shown in the rightmost picture. It doesn't have any mutation that would correlate to these horns.
 
Inbreeding not only increases the chances for birth defects but also mutations, i got frog eyes that allow me to see enemy traps and long legs that give me +1 reach from inbreeding. Sometimes the cats are so genetically fucked they just spawn a mutation that neither parent had, it doesnt have to be heavy inbreeding either, sligthly inbreed cats can spontaneusly be born with mutations.
Just increase your mutation stat bro it aint worth risking a birth deficit disorder
 
Yeah but then they will look ugly and i like my cats look like cats still, also i like the disorders, they are fun to play with like savant disorder, is very funny with psychic, i love the autism beam.
you either get a disorder than changes your gamestyle or get a disease named "lolippedoniggershitskinrape67fag disease" that turns your basic attack to "masturbation" and your cat starts one shotting your other cats before hanging itself in turn 2
 
you either get a disorder than changes your gamestyle or get a disease named "lolippedoniggershitskinrape67fag disease" that turns your basic attack to "masturbation" and your cat starts one shotting your other cats before hanging itself in turn 2
I started to get those when i made the mutation/figthing room and the negative health stat from some of the furniture started to give them awful shit so it dismantled it and liquified the cats with the horrible disorders, i still have the savant still being passed down because is funny, thankfully Tracy sold the mutation idol so the figthing room should produce some freaks without them also developing hyper cancer aids.
 
Just increase your mutation stat bro it aint worth risking a birth deficit disorder
Yeah but then they will look ugly and i like my cats look like cats still
you either get a disorder than changes your gamestyle or get a disease named "lolippedoniggershitskinrape67fag disease" that turns your basic attack to "masturbation" and your cat starts one shotting your other cats before hanging itself in turn 2
"The hardest choices require the strongest wills"

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i completed normal and am scared of harder shit/don't want to struggle to grind low shit without going full hog, so i'd like to share my experiences/info with mutation maxxing and fucking ""cats"" shit up for max performance

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i start with a room inbred af, full into stim for breeding bonuses, and i want to maintain around 10 comfort with 30+ cats, that shit don't do nothing for me past that. certain disorders can be worked with and lifespans are random so fuck health them things don't need it anymore, but i have a health room underneath them just out of reach which i just realized is like a max sadism sim. i can also squeeze 20 mutation, which works well enough in the same room to roll mutations because i'm lazy and don't have perfect furniture or dupes of it. all cats in that fucker for similar reasons. super late game with optimal furniture would look different and involve 2 rooms minimum for offense and support cats mutation lines so clerics/druids don't become really weird buff/debuff bots, but i'll use a card of one for my experience to get specific mutations


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beginning the process, you want to start with one mutation at a time, maybe 2, similar process to getting all 7 stats. very ideally you want to reach ice age so you can resummon guillotina 1 and max food, so you can do alley on easy, use those cats to beat guillotina, have max food, and therefore have a long, repeatable breed cycle. i thought mutation could rotate and replace all mutations over time so it was chaotic, but they only fill empty slots and replace defects, therefore controllable fairly easily. it helps when they're easily identifiable visually. so say like i start and want that wing thing that gives jump and bruise on hit on all them, well, that cat that has it becomes vip #1. he says he hates another cat, that motherfucker is gone. he's threatened, other shit is gone. eventually, he hopefully breeds and you get kittens with them. repeat with those until you have enough to feel safe, and keep doing so until you can dumpster cats without it and you will have around 10 or so with those wings to breed and regularly pass it.

but you don't just want that shit, you want that tentacle monster behind that gives +1 attack, so it gets more complicated but process is the same, one example is you find a cat that has the tentacles, vip it again, then hopefully it safely breeds kittens with them. eventually, you should start having kittens that have the wings AND the tentacles, prioritize those, and start dumpstering ones that just have wings or just have tentacles when you have enough to avoid catastrophic failure/loss. but nigga, why stop there? we want that bleeding bat ear and those sideways mr krabs eyes, same process, just extended. can repeat until finely tuned cats, but with tuned ones you want to keep a big pool, 30+, because particularly when inbred, baby defects can replace parts you want, therefore those have to go in the dumpster or to the gay, so instead of having 4 usable kittens a gen, it's usually by 2 or 3 gens where you safely have a team or two you want. especially because you reach the stage of

disorder/defect management. starting with defect management, basically, start top/oldest down because defects can inherit. basically dumpster almost everything that's not a plain - stat, besides any potentially positive. no confusion, immobilize etc. ideal is usually just 2 - stats for minimal potential headaches, if you can get dodge chance or brace, good. ideally you clean top down, and then it gets easier, and you just look at year ones and dumpster any with problematic shit, similar to disorders, unless you're hunting mutations, in which case you ignore them until then to start culling. defects are really not an issue, their biggest thing is removing mutations, and if you don't keep an eye on that, you can have mutations you like removed from the pool over time. just look at their cards and never take one with guaranteed blindness/confusion/immobilized on runs, and dumpster from the top down ones with similar bullshit. again, ideally just - stats or ones with - stats and a positive. mutations can also replace them and you still regularly get cats with them removed later in years. they affect very little and are very easily managed as long as you don't ignore them and breed an entire line of +confusion +blind cats.

the random disorders above negative health, (besides just dumpstering those with them because it's rare enough to be a non factor) wobbly cat is workable/potentially good for melee or non ranged, i haven't experimented with how much knockback damage it causes but damage null is pretty great. williams syndrome fucks regen but gives charm potential, tourettes is fucking bullshit because your cat likely will just use damage on your own team, i believe there's also a interaction with druid where it fucks their song. tachysensia can be ok but prioritized movement over damage, schizo is dumpstered, savant imo is dumpster but i could see it work ok with mages, first stage dwarfism is good, like a sidegrade more than a penalty, primordial dwarf however fuckin sucks. osteogenesis i like a lot, especially with cleanses. more damage for you/enemies. injuries are riskier though. ocd i think has a lot of potential because it's a guaranteed cleanse and self damage is within manageable levels if needed. narcolepsy is tempting and there's some ways to counter it but most always the dumpster. down's is dumpster unless explicitly like with guaranteed fighter dumb strength passive imo. diabetes looks like dogshit at first but i think could synergize great with butcher. depression works when careful on a tank. bpd is dumpster. autism is dumpster. anemia is risky but solid equal trading hp for mana. albinism is dumpster. adhd is the intentionally bad "punishment" ai i believe so dumpster. dyslexia is kind of annoying and a coin flip. fetins are special and can be inherited from volcano sacrifices, you have a roll of death or a rare chance of one getting one of 3. they all give 10% chance of ai a turn, but can give +3 rerolls a level up, or 3 mana and 2 heal a kill, or all mana when a ally cat is killed (trash-est of them), and can be inherited. basically rewards but ai could potentially fuck you.
 
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As a magecel dislexia is really good, a lot of the best mage spells cost 5 so you got his best kit to cost 3 for free, it sinergizes well with the number passives like 3, 5 and such too. Tourettes is really good for tinkerer since he can craft something for free so you can use the weapon and throw it in the same turn, my best tinkerer had it and it was always beneficial. Savant is just better autism, is extremely powerful for psychic to the point i feel that disorder was made for that class, spina bifida is great for an already broken class (hunter) as if hunter wasnt strong enough you got even more range damage with him, the passive that gives you range as long as you dont move sinergizes very well with it.

I still havent seen all disorders, necrosis is just plain bad, i got the gigachad disorder once sadly i never got to pass it down, it was very fun with stoopzerk and dumb muscle.
 
I still havent seen all disorders, necrosis is just plain bad, i got the gigachad disorder once sadly i never got to pass it down, it was very fun with stoopzerk and dumb muscle.
Seconding necrosis is bad, though I think it might be salvageable if you pair it with butcher's apron for free con stacks, or have some way to cleanse debuffs.

Down's Syndrome otoh is very funny to get. Wish the cat that got it wasnt gay.
 
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