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 .
Meanwhile my winged cancer ridden cat has dozens of descendants that all inherited his wings.

I'm close to the point where the only non-winged cats are strays or the descendants of cancercats teammates.
It feels like mutations are more likely to be passed down if they're prevalent throughout the family tree and not just the parents, because after enough generations I have a few mutations that are almost ubiquitous, nearly every kitten gets them. It's cool because you end up with your own personal breeds of cat unique to your playthrough
 
I like that when you fight Flushmaster while it is snowing
He turns into a completely different fight, just found out about it yesterday
Frostbiter_Intro_Art.png
 
There's something about the magic oriented classes that make their skills brick central.
The mage should have around half of the elemental skills moved to another class because you are just never going to get any synergies and they should probably not require line of sighton the basic attack.
The Psychic's line of sight should not be blocked by allies
and Tinkerer should be able to create and break his trinket in the same turn.
What is the point of making these classes so limited but then also making the Hunter unbounded by dumb limitations, while being 50 times more consistent in shitting 100+?

Great game though, Null should try his luck for the dlc
 
Was listening to an interview Edmund gave where he said the next DLC is going to have 4 classes and hinted that one of them might be a gunslinger. I can't even think of what the others would be but given the obvious DnD inspirations, maybe a mounted class?
If I had to guess they'd probably be based on existing boss cats if we're getting a gunslinger. Maybe some sorta ninja/undead dodge tank based on dybbuk?

That reminds me, a fun interaction I discovered, if you get a mage with backflip they have a unique teleporting animation instead of backflipping.
 
There's something about the magic oriented classes that make their skills brick central.
The mage should have around half of the elemental skills moved to another class because you are just never going to get any synergies and they should probably not require line of sighton the basic attack.
The Psychic's line of sight should not be blocked by allies
and Tinkerer should be able to create and break his trinket in the same turn.
What is the point of making these classes so limited but then also making the Hunter unbounded by dumb limitations, while being 50 times more consistent in shitting 100+?

Great game though, Null should try his luck for the dlc
See there are runs where I completely agree with you and get mad about all the things you mentioned, then shit just goes right on a run and I keep the cat forever.

So I got this psychic, and his thing was that he could cast his shitty slow spell and zap something random for 1 damage. Then he got a thing that made it so every 6 spells his spells got cheaper and he got +1 damage. Then he got a thing that gave him a free zap spell for 1 damage every time he cast a spell. Then he got the upgrade that gave him all stats up every 6 spells, so more mana. He also had the spell that reduces the cost of spells. In the end he had enough mana to get his costs down to 1 round was doing 20 damage (and rising) per mana point in round 2 before the boss exploded.

I think taking those classes is like having a nice gamba sesh. Just kind of flipping the coin to see if you can cakewalk something.

Null absolutely voice a cat.
 
Man, Tinkerer feels like they're legitimately more dud than wins at this point. Without tech their crafted kinda suck, and they don't really have many ways to generate tech. Summoner tinker is fun though. Electric damage tinker feels solid meh (what the fuck do you even do with the stupid tesla coils and nails?) What am I missing?
 
Without tech I find Tinkers basically strictly require extra attacks or extra weapon uses to do anything, unless you get something busto like mech suit. The craft weapon spell also helps. Cast craft get battery -> hit two things and break it -> cast craft get spitball -> hit two things -> throw it break it -> cast craft get pogo stick -> bounce in -> bounce out, being able to do a chain like that every turn is workable even with the tech 0 junk.
 
Man, Tinkerer feels like they're legitimately more dud than wins at this point. Without tech their crafted kinda suck, and they don't really have many ways to generate tech. Summoner tinker is fun though. Electric damage tinker feels solid meh (what the fuck do you even do with the stupid tesla coils and nails?) What am I missing?
I haven't found anything spectacular with them yet, I almost had an electric guy but he got eaten by a shark and I was sick of his shit anyway. I bet theres some fuckery hidden in there somewhere though, next time I play I'll start trying them out.
 
I bet theres some fuckery hidden in there somewhere though
I had one where he had the following:
1) Craft weapon spell (4 mana, craft a weapon, gained at the start from collar)
2) Passive (inherited) - You can't drop below 1 tech
3) Passive (gained at start from collar) - At 0 or 1 tech, you always craft a bomb
4) Soy milk
This meant from the absolute start of the run, battle 1, he could throw 4 2-area 10-damage bombs per turn, later escalating up to 8 by the end of the game.
 
Tinkerer's spitball is decent for tech 0. But yes, I've had a lot of dud tinkerers. Electric is nice for Sewers/Caves at least. All the self damage stuff and some of the summons just seem gimmicky, but those runs where you get a good tinkerer are very fun. Using the "get random tinkerer ability" lets you see how much trash there is.

Monk has felt pretty meh. Versatile, but I needed the "Bruise on physical hit" to really get any use out of him. Maybe just needs crazy stats.
If I had to guess they'd probably be based on existing boss cats if we're getting a gunslinger. Maybe some sorta ninja/undead dodge tank based on dybbuk?

That reminds me, a fun interaction I discovered, if you get a mage with backflip they have a unique teleporting animation instead of backflipping.
You could do a bomber for Rad Rat, gambler for Gambit, maybe some possession cat for Dybbuk, maybe a cultist for the coven, and a mutant for lab. Not too sure beyond that.
 
Tinkerer's spitball is decent for tech 0. But yes, I've had a lot of dud tinkerers. Electric is nice for Sewers/Caves at least. All the self damage stuff and some of the summons just seem gimmicky, but those runs where you get a good tinkerer are very fun. Using the "get random tinkerer ability" lets you see how much trash there is.

Monk has felt pretty meh. Versatile, but I needed the "Bruise on physical hit" to really get any use out of him. Maybe just needs crazy stats.

You could do a bomber for Rad Rat, gambler for Gambit, maybe some possession cat for Dybbuk, maybe a cultist for the coven, and a mutant for lab. Not too sure beyond that.
Bomber cat could be fun. A strong damage class who's reliant on strong positioning to do huge damage without killing himself or his allies
 
Monk has felt pretty meh. Versatile, but I needed the "Bruise on physical hit" to really get any use out of him. Maybe just needs crazy stats.
The seem to be but there was some cool stuff I did with one. Theres skills and talents that give a bunch of benefits for not equipping stuff. Had a monk that got a big crit bonus and could cast a buff that gave +1 str, dex, speed for 2 mana. His stats weren't great but he managed to buff the shit out of himself while running around in the moon man fight and ended up just pummeling the shit out of it without knocking the hands into it. Had good support keeping him alive though. Also his name was Catkurot.

I want to do a run where its a monk and 3 cats with a neveratone to see if I can get something cool with a pile of stats.
 
IMO Tinkerer's best skill is Electrolyze, just get that alone and it makes him a more or less reliable damage dealer. My most fun builds though have been built around either Smash, Booby Trap, or the passive that makes low tech crafts always produce bombs.

Been playing around with Monk and it feels almost like a support class, it has a similar thing going on as Thief where it's really good at moving around quickly to deny space or get at things just out of reach of your other units. None of mine have been bad per se, but they don't get the big powerful hits feeling something like Fighter or Hunter does. I think they shine the most when you bring multiclass shenanigans in with them; had a run earlier where he had the upgraded Summon Apprentice spell that makes a little clone that can cast your spells, and the Mage teaching passive that let all my other allies cast it too so everyone had clones and the boss was dramatically outnumbered.
 
Something I have seen next to no one mention is how good the collarless spell Burst is, just as something like a sidearm. "Fuck one guy's whole day up from anywhere on the map once per fight, at whatever moment is most convenient for you," is really strong. You just throw it on a tank, or necromancer, or hunter, or literally whoever might eventually have a turn where they don't have an efficient use of mana. 10 damage just unconditionally anywhere is a LOT, and the + version makes it free.
1772134205089.png
 
Something I have seen next to no one mention is how good the collarless spell Burst is, just as something like a sidearm. "Fuck one guy's whole day up from anywhere on the map once per fight, at whatever moment is most convenient for you," is really strong. You just throw it on a tank, or necromancer, or hunter, or literally whoever might eventually have a turn where they don't have an efficient use of mana. 10 damage just unconditionally anywhere is a LOT, and the + version makes it free.
View attachment 8623449
I suspect a lot of these once per battle skills start getting real gnarly if you can pair it with the collarless "all once per battle skill are now castable once per turn".
 
Man, Tinkerer feels like they're legitimately more dud than wins at this point. Without tech their crafted kinda suck, and they don't really have many ways to generate tech. Summoner tinker is fun though. Electric damage tinker feels solid meh (what the fuck do you even do with the stupid tesla coils and nails?) What am I missing?
Split the Atom, plus optimizing for mana regen.
 
Electric damage tinker feels solid meh (what the fuck do you even do with the stupid tesla coils and nails?) What am I missing?
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~~
 
Back
Top Bottom