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'm also surprised that almost no one here mentions how the Cleric is absolutely busted against bosses
Man that's because it was like the first thing we discussed. If I have a cleaver in my box I'll always bring a Cleric to hold it; opening with a HP-based nuke followed by Open Wounds+ every round is savage.
And yeah they often redeem shitcats; I think a lot of people overlook multi-cat synergies while complaining about classes. In my last run I had an awful Mage with a bunch of ramping abilities/skills (based on kills/attacks/spells spent on the current turn, which he could barely utilise) who surprisingly became my main damage-dealer as soon as the high-int Cleric got Chosen Warrior. That let him attack like 4 times, then either zap weak shit I think infinitely or hit multiple Mega Blasts+, and finish with a min cost Crescendo.

I mean you can't really plan those synergies but I maintain that you don't really need all four of your dudes so you can definitely gamble while picking your compositions.
 
Honestly, Druid might be one of the best classes in the game imo
Have to tentatively agree, so far. I think people are mostly just underestimating, which is pretty easy to do, the simple value of having more pieces (of almost any quality) on the board.


Edit: A good trick I've found is to hoard the catnip bricks and always take one on Important Runs because if you're playing/drafting with "I have one insane huge fuckoff turn I can do when I need it most" in mind you can set up some really degenerate shit and trivialize a lot of troublesome stuff. I was having trouble arriving at Moonman with a suitable setup for it, so I just did that, and put 8 stacks of heretic mark on him turn 1. The hands don't charge or anything, they don't do the big hits on their own, but they DO basic attack it every turn for 1 damage on their turn, keeping them permanently both adjacent to it, and facing it, so you can just fucking JAM.


I actually did the instakill orb quest at the same time, but I beat him down to like 5 HP with this strategy to prove it would work before force-feeding him his death.
 
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Found another butcher interaction that's very funny to build around with.

2026-03-02 22_02_21-Mewgenics!.png

If you're running practically any class that has familiars or tons of low mana attacks, well, it's GG. Second time I get to kill the Coven boss from 300 hp to nothing in 2 turns with an otherwise subpar team. For added funny, try this with the hunter range+ skill. You can reach the whole map with that.
 
Ok so I've beaten moonman, fed him the orb, got 3 class unlocks and... Still feel like I have not progressed at all! Like I'm not any more likely to do better in the lab, I don't have better cats or more chances to beat the labs with TK'a heart.

I'm at the tedious grind-midgame part of the game where the only way to make significant progress is to grind. And it's TEEEEDDDIOUSSSS!

I have to grind Act 1 for furniture a ton! Then maybe act 2 for meteors/mutations! That's 1-2h a run! No shortcuts! I wanna love this game but I HATE this design.

I've been moding/tinkering with classes to get past this tedium! I'm thinking about doing solo runs. What are good classes for solo runs? Prerequisites? I know a lot of bosses/enemies take multiple turns, so that's gonna be fun!
 
I've been moding/tinkering with classes to get past this tedium! I'm thinking about doing solo runs. What are good classes for solo runs? Prerequisites? I know a lot of bosses/enemies take multiple turns, so that's gonna be fun!
Probably any class that has insane sustain off the bat, has access to skills that work even in enemy turns OR a skill that can nuke the map at turn 1/2 and can scale relatively well with stats. Butcher, necromancer, tank and maybe tinkerer comes to mind. You definitely want to at least have a fuzzy dice equipped for that reroll, else the risk of bricking a run early is far higher.

On that note, cleric is probably the hardest class to solo; too many skills work off healing others.

E: That said, Bloodfrenzy cats will definitely shine immensely. You have no allies to worry about so all you need is the first kill to start the chain wipe. In that case, a lot of skills become very viable.
 
Have to tentatively agree, so far. I think people are mostly just underestimating, which is pretty easy to do, the simple value of having more pieces (of almost any quality) on the board.
The Crow in general is such an underrated unit:
-Has flying, being able to ignore trap tiles, obstacles and even having easy access to backstab people.
-Flutter is incredibly useful even if it's a bit expensive, moving 3 tiles without using your move action goes a long way.
-Aeroblast is a great versatile spell! Can knockback units, can deal that necessary chip damage at 3 range, can displace enemy units out of range from your main squad, and if you have a Burn guy on your team, the wind damage can increase the Burn stack by 1 per use.
-Can collect pickups unlike most other familiars in the game
-Immune to injuries
-And probably the most important aspect: it will start EVERY fight at full HP no matter what, which makes any excessive chip damage it gets to be meaningless.

Don't even get me started on some of the Druid spells and passives that only affect familiars and are usually really good!



Speaking of crows, I recently got one of the most busted spells I ever seen in this game, it's called "Resummon Crow".

At its base form, it can only summon a crow if your previous one has been killed, kinda mediocre.

But upgraded...

CA-CAW! +4 Ritual.png


A murder is about to happen.png


IT'S A LITERAL MURDER
 
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Jesus fuck, the first half of Act 3 is a slog.

The Lab is already a tough first area, full of opponents that encourage you to bring less equipment along (lest they destroy it) and practically require at least one ranged fighter, with the basic encounters and miniboss often being harder than the final boss itself (assuming you're not fighting your personal Stacy, but I'm not sure you can do that more than once? I've only ever gotten Spewer past the first run, and he's a pushover)... but then you get to the Ice Age, and shit gets tedious really fast. Basic enemies now have 40+ health by default (or a multi-attack that inflicts a stack of bleed per hit), you're rarely going to be fighting fewer than 7 of them at a time, and something like half of them can inflict either freeze or slow on you. Neither of these conditions are particularly scary-- just really fucking annoying, as they just let you play the game less (take away your movement/turn/both and any healing you can dole out) and often drag fights out no matter how good you are. I had a pretty cracking team that could sweep most enemies in the first round, yet I rarely ended an Ice Age encounter within less than 3 or 4 rounds just because of the incessant Slowness spam. (I wasn't lucky enough to roll debuffing on my Cleric, either, so I had no real method of mitigating this.)

To be fair to McMillen: he planned around this. There are a shitload of items you can get in the Ice Age that nullify freeze outright, and some that even eliminate the possibility of injury so that being stunned/frozen/immobilized doesn't immediately lead to a cat getting injured. I don't really think it's good design to make these new items near-mandatory, really, but the fact that they're there at all is good. But I truly don't think he did enough to mitigate just how fucking annoying those conditions are, because every fucking boss I fought dragged on past round 10. Not because my team was unprepared, not because I was planning poorly, but because the fucking bastard miniboss had a screen-wide freeze-inflicting knockback attack that inflicted Slow 2 for SEVERAL TURNS ON EVERY HIT. Since I hadn't brought a Hunter or a Psychic along with me (i'd gone Cleric/Druid/Necromancer/Tank), this meant I was basically screwed-- even with freeze-nullifying gear on half my team-- and had to sit there hitting nothing with most of my team while desperately maneuvering my retarded crow towards the boss (that would then bounce it back before any of my cats could get to him, because this ice-cubed bastard would take two turns for every one turn a cat took). Even the irritating Flintstones parody that spammed bear traps wasn't anywhere near as annoying as this (even though it was part of the problem, due to restricting your movement nonstop if you didn't kill the baby first).

Worse, still, is the final boss-- Lord Bunga. He himself is not much of a threat. He has two big soldiers that have 100HP each, and he has about ~300. You can target all three from the first turn of the battle, so it's not like a phased thing where he's untouchable until the mooks are dead either. The worst part about Bunga is that he randomly inflicts concussions. All of his attacks involve smacking your party with clubs, but only a specific kind of smack (which seems to have the same animation as another default smack, or I'm just not paying enough attention) will inflict one concussion for every hit. The same attack that inflicts concussion also has a 2x2 area, meaning multiple cats can get concussed at once, and he also knocks you back while doing it. Given that he counters most melee attacks, this becomes a giant problem really fucking quickly. I have yet to fight him without at least one party member going to 0 Intelligence from at least 5-- some have gone into the negative, and my most recent run had half my team getting taken down to 0 from 5 and 7 respectively.

With this in mind, the Jurassic becomes a pain in the ass afterwards-- not due to annoying enemies, of which I've only really found one in very specific circumstances (the Pterodactyls can be very annoying if you've got any team members on low health), but due to a not-insignificant portion of your team now being forced to rely on pretty much only their basic attack. Unless your Cleric has a specific passive that grants minuscule amounts of mana with each heal, or your Druid rolled a similarly pathetic mana-restoring ability, or you brought along a Hunter that restores mana on kills, or you're reckless and want to kill other members of your party to give your Necromancer any mana, you are fucked. You will either have next-to-no mana for spells or none at all. Most injury-healing consumables won't help-- they only heal one injury at a time, and Lord Bunga almost never leaves you with less than 4. They're a patchwork solution at best, and so rare that they usually aren't worth wasting on Bunga concussions. So most of your events will look like this:
fug_her_mook.PNG
Which is very funny when you first see it, but gets old fast if you're not doing very well...

And most of your fights will be drawn-out slogs that could've been solved much quicker if you had access to any spells, but unfortunately ended up taking twice as long as they should because your party is literally too retarded to function.

The final boss is just fucking boring. It's really easy. You hit two of four legs at a time to make the boss fall over so you can hit his head. The legs themselves only have 50 HP-- easy enough, doable in the same round if you're good enough. The boss's head has five hundred, and he tends to get up after you take about 100-150 HP off his bar. So you basically have to repeat the fucking leg thing four or five times. This must also be done while the legs move with every single hit (and stomp on your party members, inflicting chip damage), as well as while avoiding "poop cats" that spawn each turn and have 25 HP each and will grapple + poison 3 you with every single hit. Not challenging, not engaging-- mostly just irritating, and really fucking drawn-out.

I sound really mad: I'm honestly not, I'm just frustrated. I kind of saw this sort of design beginning to creep in with the Moonman, but after reading up on this thread a little I realized I was just being retarded and wasn't meant to power through all that brace. I'm not sure if that's the same for Dreadnoughts-- maybe there's some secret technique that I'm just missing, or I've consistently gotten really really unlucky with Bunga-- but it's just getting to me, because I truly love this game and really hate this section. It's possibly worse than the Crater. Everything is repetitive, drawn-out, and heavily reliant on RNG. If you don't have specific classes/abilities on your team, you basically just get fucked and can't really do much about it save for live with the pain. It exacerbates all of the game's worst traits. It also downgrades the music, somehow, though that might just be me. I didn't like the Ice Age boss theme anywhere near as much as the instrumental, and almost disliked the Jurassic theme outright.

I can still see this stretch of the game being fun if you did bring along one of those required classes. If I'd gone with a fully-ranged party, I'm pretty sure none of this would be an issue. But I didn't want to go fully ranged, and the game punished me for it... despite most of the games' classes being heavily/purely melee focused. I find that ridiculous, and so I'm ranting about it here.
The loot I got from these places was awesome-- it opened up a lot of interesting ideas for synergies, lots of opportunities for future combos, and it was all-around a decent consolation prize to the misery that Ice Age/Jurassic was for me.

I haven't reached the Future yet, nor anything beyond that. I'm hoping it'll be a little less irritating than this. It'll be a while until I get there-- I'm staying behind for some time to try and grind up some better cats, just because I'm running out of space and recently got a lot of Stimulation upgrades for the fuck room-- but I'm hoping it's better in advance. It'd be a huge shame if the game started choking right before the ending.



EDIT: the YouTube version of the Ice Age theme song is completely different to the one in-game. I don't know why or how. Maybe it's an unlockable or something? I'm not a huge fan of the in-game version because of how the unga bunga vocals overpower the instrumentation, even if it is pretty funny (and definitely fits Bunga better). The YouTube version has clear vocals from totally different singers, with actual lyrics, and it's a little better. (Would be even better without the autotuning.)

In-game versus official upload:

Very different.

The Jurassic theme is identical. Doesn't really save it, I'm really not a fan of the constant "got to be tough" bit's delivery or the main singer in general. Everything else is alright.
 
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Ice Age in particular really rewards having a CC-heavy team comp, the whole area is full of enemies you really don't want getting close to you. Bunga is best managed with a lot of CC like stuns and immobilizes so that he doesn't get the chance to hit your cats. He's also not very fast, so if you focus on ranged damage you can just kite him, or tank with a cat that has a way to avoid an attack per round.

Das Future has a couple really annoying enemies but is generally not too bad, but the area after it doesn't fuck around and straight up tests if you're able to do a lot of damage to a lot of enemies. Overall I find the Past route much easier, if your team can handle Bunga it can clear the whole Jurassic too.

For Bunga's themes, you get the English version on the radio when you unlock it ingame, and I've also heard a rumor that it plays during the fight if you have a cat with 0 or less int, but I haven't had the chance to test this myself yet.

And if you were wondering: nothing happens if you break Bunga's throne
 
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I put together the bone set and holy shit do you start gearing out fast. Set bonus is 4 shield and you spawn a new bone item after every mission. It starts steamrolling really fast and the pile of shield you get from the bones and the bonus are extremely useful. I just started part three of a hard+ cave run and look at this shit.

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It doesn't even matter that they're brittle because they give stat bonuses in the fight when they break anyway. Obviously a lot of this is going in the dumpster but certainly not all of it. I think I'm going to hold at least one set in reserve for when a team shits the bed and I have no equipment.

As an aside, hard mode doesn't seem all that different. I don't know if the spider is going magically turn out to be unstoppable but so far it's been about as hard as any run. I have a very solid no nonsense team that just works though, well... the three of them are... there's also a retarded technician that does next to nothing.

Edit: Right after I post this that fucking retard tech gets an extra turn with madness when he kills something which he almost never does except when fighting the slime boss. The dumb nigger can make mini nukes and proceeded to do so over and over again nearly wiping my party. God damn it.
 
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I started using druid more thanks to this thread, and I'm very happy I listened to y'all. I had a druid with the spell to summon 5 baby squirrels, and I had a cleric with "thou shalt not kill". I was on Johnny, and I surrounded him with about 10 baby squirrels. Initially, I thought the cultists would set them off, but no. He had a brain blast.

:)

I also got lucky and was able to safely bring a kitten home after my first time in the canyon. I ended up with a busted little hunter. It had the ability to gain mana after a kill, and the scatter shot ability... So I just kept spamming that.
 
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