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 found it easier to just farm furniture from hard mode paths tbh.
Yeah that's what I do

cat lady hoarding simulator, why would you be discriminating? I pretty much buy the store out every week regardless.
Plus we need to save Nona. She is under the pile of things. We have to buy it all. A good person wouldn't ask questions.

It doesn't really matter anyway; it's gotta take like 50 hours to fill up a single room even with suboptimal stuff. By then you've probably started on at least one other room you want Comfort in and can start moving large shit there while minmaxing the main room with tiny items as you find them. So it's a minor ongoing puzzle and a reason to keep looking for shit to hoard.
I'm at like 80 hours and I've still only got one completely full room. Not counting the Olmec Head Room, those don't count. I kinda wish you could put them on the lawn though. I'd like to build a tower to the sky.
I have less time played than you and I have 3 rooms that are pretty much completely filled.

It's going to turn into a nightmare as I get more and more stuff and no way do delete the shitty furniture.
 
I've really come around on the game, and played it some dumb number of hours. I'm assuming there's room for colossal amounts of DLC, with all the scrapped content from the game's development hell. I just hope it comes with more music, those Ridiculon guys are talented.

Anyways, is tinkerer supposed to be really bad or am I just getting shitty luck? The first one I used was during that run when every upgrade was randomized, so it doesn't count, but the second one I got (Jamakea here) only became vaguely, slightly useful halfway through the third area before promptly biting it upon arriving home. Not even sure I should try a third run, because I keep rolling self-harm abilities and I really don't want to lose any of the decently-bred cats I have left for runs.
I've only played a few runs with them, but if you get the active Research (5 cost for +1 tech) or any other way of obtaining tech, the randomized weapons they craft with tech 3 always end up very strong, and that's just the baseline. Alternatively, just Electrolyze (7 cost, +3 electric damage on weapon until it breaks) lets you make the tech 0 weapons hit hard.
 
Losing in this game is fun. I killed Dybbuk with a super juiced fighter who then proceeded to one shot my entire squad while the entire room was on fire.
 
Any movement will clear webs (such as being swapped by a tank,) I believe fire does it too. You can also destroy the web tiles before stepping in them, my last run that was a lot of what my Druid wound up doing in caves, was having his crow use its little gust move to clean 3 tiles of web at a time.
 
Any movement will clear webs (such as being swapped by a tank,) I believe fire does it too. You can also destroy the web tiles before stepping in them, my last run that was a lot of what my Druid wound up doing in caves, was having his crow use its little gust move to clean 3 tiles of web at a time.
I knew about moving cats to break them free, but I didnt know the gusts could be used on the web tiles too. Good to know for future runs, since I think anything with Knockback should do the same.
 
So many neat interactions. Edmund wasn't lying when he compared the combat to Magic: The Gathering. I picked up the tank passive 'Pet Rock' that states "rocks you spawn are alive", then I petrified an enemy and on its turn it moved around and attacked other enemies as if it was a familiar.

Additionally if you have the skill 'Eat Rock' you insta-gib any petrified enemies. Including bosses!
The earthquake slam skill that iirc Tank has combos hilariously with every rock skill, especially pet rock. 6 mana to spawn 3-4 familiars and do 5 AOE damage. Would be even funnier with strength in numbers.

Other fun ones that have carried me :
Soy milk + triple status inflict passive on a necromancer (can now drop 3 damage and 9 leech on a target per turn through basic attacks alone)
Passive that gives 2 mana on heals + upgraded fury heal on a cleric wearing lots of +int gear (yeah being able to potentially output 30 mana + 30 heal + 15 buffs a turn isn't broken at all)
 
Something I've noted, that someone else pointed out a couple pages ago too, is that this game absolutely does allow for infinite combos. One of my first Boris fights I auto-won because I had an archer with the "shoot any enemy ending movement in range" and a fighter with a blackjack (auto-attack anything that stops movement next to you) and they just traded off auto-attacking as he moved back and forth and back and forth and back and forth until he died.
 
Any movement will clear webs (such as being swapped by a tank,) I believe fire does it too. You can also destroy the web tiles before stepping in them, my last run that was a lot of what my Druid wound up doing in caves, was having his crow use its little gust move to clean 3 tiles of web at a time.
I knew about moving cats to break them free, but I didnt know the gusts could be used on the web tiles too. Good to know for future runs, since I think anything with Knockback should do the same.
Water works too, and it'll also clear webs from a tile

A similar interaction in Act II: Water and wind instantly put out the candles in the Coven boss fight, and if you change the ground under a candle to water (like with the Old Hose, the best item in the game) the Coven will keep trying to re-light it but it won't work
 
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Once you mitigate the low con, the Druid's crow is actually a huge boon. It operates more like another cat than a minion, in that it can grab pickups. It's like having an extra 1/3-1/2 cat the whole game in exchange for the Druid dealing (seemingly probably much,) lower average damage, and in really tight turn economy games like this just having the single extra turn on the board every round can have what feels like a disproportionate impact.
It's the same feeling of "Whoa, wait, this is THIS good???" that I had once I figured out how busto the deployable tanks were in Into the Breach. The game is only expecting you to have so much repositioning, so even a single free extra push once a turn can turn the balance of most encounters pretty easily.
 
Druid is probably the most underrated class. In a lot of cases the bird is more useful than a full fighter due to its guaranteed mobility and control spells as well as being able to soak damage. Druid has more healing potential than a cleric with its massive AOE heals and flat damage buffs. Plus it has some of the best spells, my tank had the druid spell that entangled in an area which meant any enemy that was bigger than a 2x2 (read most bosses) basically were perma stunned due to having 3 stacks of entangle applied each round
 
Once you mitigate the low con, the Druid's crow is actually a huge boon. It operates more like another cat than a minion, in that it can grab pickups. It's like having an extra 1/3-1/2 cat the whole game in exchange for the Druid dealing (seemingly probably much,) lower average damage, and in really tight turn economy games like this just having the single extra turn on the board every round can have what feels like a disproportionate impact.
It's the same feeling of "Whoa, wait, this is THIS good???" that I had once I figured out how busto the deployable tanks were in Into the Breach. The game is only expecting you to have so much repositioning, so even a single free extra push once a turn can turn the balance of most encounters pretty easily.
There's also the fact that the bird is disposable. No huge loss if you sent it to die to buy one more turn since it'd just respawn next map with no injuries.
 
So many neat interactions. Edmund wasn't lying when he compared the combat to Magic: The Gathering. I picked up the tank passive 'Pet Rock' that states "rocks you spawn are alive", then I petrified an enemy and on its turn it moved around and attacked other enemies as if it was a familiar.

Additionally if you have the skill 'Eat Rock' you insta-gib any petrified enemies. Including bosses!
The best thing I got so far was a hunter that couldn't miss heavy arrows. Before that I always focused on the tank.
 
So many neat interactions. Edmund wasn't lying when he compared the combat to Magic: The Gathering. I picked up the tank passive 'Pet Rock' that states "rocks you spawn are alive", then I petrified an enemy and on its turn it moved around and attacked other enemies as if it was a familiar.

Additionally if you have the skill 'Eat Rock' you insta-gib any petrified enemies. Including bosses!
Reminds me of Spellbreak. Would be nice if you could synergize spells with elements (ie cast something through a wall of fire for greater effect, etc)

I hate gimmick bosses in this game; it just doesn't work. Take man in the moon for example; you have to drive those hands into him, but the hands barely move where you want them. If you don't have good mobility you arevfucked! These bosses just punish bad rolls if nothing else!

Another grievance I have is that the game progress is time gate, not skill gated. Take TBOI for instance; you will spend the first 8h trying to beat mom, etc. But if you uninstall, wipe save, you will defeat mom in 1h.

In Mewgenics you have to beat each area once, in act 2 you have to grind furniture/alley. I didn't even wanna think about act 3.

But if I were to wipe save now, I'd have to grind the cats again. Then grind furniture again. No shortcuts. No skill. Just geind.
 
I found a really funny combination of sidequest items:
The Loner: At the start of every battle, kill all of your allies
Angry Mask: You are an enemy and must be downed to win the battle
These two items actually interact so at the start of every battle the masked cat autokills every single other enemy on the map, so you just need to put these two items on a slow, squishy cat, and have a faster one that can consistently knock it out after it autokills everything
 
Agree on the timegate.

The biggest change I'd make to the structure would be giving you way more base inventory space but only allowing you to take X items out of it per run (start at 8 or something and upgrade from there). Also make items sellable so you don't have to moneygrind as hard for base items. Act 1 makes your inventory overflow but the act 2 difficulty spike empties it out fast and makes you grind 1 more just to get good combos to take into 2.
 
Reminds me of Spellbreak. Would be nice if you could synergize spells with elements (ie cast something through a wall of fire for greater effect, etc)

I hate gimmick bosses in this game; it just doesn't work. Take man in the moon for example; you have to drive those hands into him, but the hands barely move where you want them. If you don't have good mobility you arevfucked! These bosses just punish bad rolls if nothing else!

Another grievance I have is that the game progress is time gate, not skill gated. Take TBOI for instance; you will spend the first 8h trying to beat mom, etc. But if you uninstall, wipe save, you will defeat mom in 1h.

In Mewgenics you have to beat each area once, in act 2 you have to grind furniture/alley. I didn't even wanna think about act 3.

But if I were to wipe save now, I'd have to grind the cats again. Then grind furniture again. No shortcuts. No skill. Just geind.
You should let that boss eat one of your cats, you don't need to interact with the gimmick at all.
 
A similar interaction in Act II: Water and wind instantly put out the candles in the Coven boss fight, and if you change the ground under a candle to water (like with the Old Hose, the best item in the game) the Coven will keep trying to re-light it but it won't work
I still don't know what those actually do outside of their descriptions, because the coven has died too fast to be able to start what I'm assuming is the boss fight proper.
 
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