Mewgenics - Edmund McMillen's biggest game yet

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account

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


  • Total voters
    47
  • Poll closed .
accidentally gave Mjolnir to this absolute ham, forgetting that his job is to swat everything with logs from he own butt
Untitled-2.jpg
didn't matter, he dunked upon the space turtle anyway before the tinkerer even finished his research
 
How do you guys get to high levels other than soloing?
 
Which party compositions do you guys prefer? I've lost any faith in mages and thiefs, just got my ass handed to me by a fucking Alley boss when trying something new.
 
Which party compositions do you guys prefer?
Whatever I have items for. Initially weak or generally inconsistent classes like the ones you mentioned are a lot better if you can deck them out at the start.
(I'm sure everyone's figured this out but that's what the storage size being so tight at the start is trying to teach you, not being stingy with gear.)

I just did a sidequest to kill Throbbing King where instead of leveling up you get extra items and it was surprisingly easy. I gave a cleric a shotgun and rubbed some goop on it to make it unbreakable. She ripped and also tore.

There are items which prevents cats from leveling up.
Downed cats won't level up either, so you can manipulate it that way. But it's always the lowest-level cat who gets it, so you'd have to try to down all of them.
The injuries won't matter since they're basically just there to be meat targets until your hero gets stacked anyway, if you're doing that.
 
So what are the general opinions on DoT? They all seem really weak to me. By the time you can build up enough dot to kill something, a fighter could've beaten it to death in half as many turns. It seems too niche, even with passives and items that buff it. Unless I'm missing something, I think the game would benefit from base dot values being increased significantly, cause it feels like if you're not ending fights in 2-3 rounds you're probably doing something wrong
 
So what are the general opinions on DoT?
Only DoT guy I've put together that felt worthwhile was the escalating fire spell + Mage fire passive. Given the incentives to speedrun every level, I'd figure DoT is not really intended to be Good in the dungeon, maybe one is supposed to be making that sacrifice in order to create good DoT-based house boss munchers?
 
So what are the general opinions on DoT? They all seem really weak to me. By the time you can build up enough dot to kill something, a fighter could've beaten it to death in half as many turns. It seems too niche, even with passives and items that buff it. Unless I'm missing something, I think the game would benefit from base dot values being increased significantly, cause it feels like if you're not ending fights in 2-3 rounds you're probably doing something wrong
I view it as a secondary source of damage. Not something you build for, but over a long run it would stack up damage, so good if you happen to get it for free from items or random inherited skills.

Also Guillotina didn't seem too tough, considering how much they hyped her. Or maybe it's just the magic missile mage build that's bonkers lmao. (Roll magic missile paw, roll brainstorm, get your magic missile spell to 1 mana, if you manage to get the + version you're shitting out 50 damage per turn with 10 int on an enemy of your choice.)
 
This is my craziest Thief build so far
eciwpr[1].png
Steal Time ability: Refreshes basic attack if it crits
Bloody Coin: 50% chance to refresh basic attack
Cat's Paw: Melee attack, 25% chance to instantly reload itself every use
Furious passive: +1 damage every time he crits
All that plus a +20% crit hat and a very high luck stat means he gets to attack many times per turn
 
What I noticed:
* Stones, cacti, trash bags etc can have status effects like bleed,poison, shield
* They can also spread ebola
* Healing attacks/buffs can miss in bushes
* Using certain abilities (ie archer's random shot, aoe damage abilities) will cause tanks with the specific perc to walk and try to attack their own allies
* Enemies with madness/under hypnosis consider their own allies/are considered enemies and cannot be affected by allied spells/effects that affect allies
* Madness/hypnotized units will spam gold cost abilities using your own gold and target your cats for corpses (ie Necromancer)
* Druids with multiple shapeshift abilities don't "actually" shapeshift. Abilities say that "gain X buff and ability becomes Y", but these buffs are permanent and they don't revert to their original abilities: a druid with squirrel form that casts turtle form will still retain the turtle form ability (the thorn shield) and will no longer be able to buff squirrels or transform back into a turtle. So these are not truly transforming abilities
 
Something i noticed is mutations that change your basic attack can inflict their effects on friendly cats healed by cleric. I have not observed this to work if cleric has the 1 in 100 chance to instakill mutation yet, and I lost my cat who had it, but be wary of that if you get that mutation
 
if your tank has the Eat rock ability he can use it on
The Man on the Moon
I love this game shout out to Spike for being brain dead and eating rocks
1771364439477.png
 
* Using certain abilities (ie archer's random shot, aoe damage abilities) will cause tanks with the specific perc to walk and try to attack their own allies
it's perq silly
short for perquisite

percs is percocet
that's just a +shield consumable
 
Back
Top Bottom