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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Looking at the family bushes on my cats gets very fucked, everyone relates to my first 2 tutorial cats and my first stray ogmo who kept fucking their offsprings, i did a good job at preserving their holy lineages, i havent taken a stray in a long time yet, their bloodline is going strong, rarely any birth defects despite everyone being heavily inbreed. How inbreed are you cats kiwis? or do you keep them from southernmaxxing?
 
For most of the whole game so far I've been keeping one room with all of my best appeal furniture disregarding all other stats, which has usually been at like -10 -15 comfort, this room has also been my Kitten Room (because fighting and breeding aren't relevant so comfort doesn't count for anything.) This has meant that I, every single day, get Pretty Good Strays that have class abilities and no stats below 5, which has allowed me to mostly avoid inbreeding altogether past the beginning of the game. However, this is tied directly to my overall strategy of not caring at all about my power ceiling, and strictly only caring about raising the floor.
 
Devs have confirmed events are weighted to give worse events if you're doing good and better events if you're struggling.
gonna need a source on that chief
because it's antithetical to the mtg/rogue thing this game is designed around.
and people have been making "troll engine" jokes about isaac forever, and i don't trust retards to realise those are jokes
 
I must be the only one still taking in strays for lols. Or well, they go into the fight club room. If they breed, they breed.
I have started to pick them up again mainly because i want cats with vibrant colors and patterns, they are all currently a brown sludge and i want em to be cute, my cats genes are so strong they can produce a 7's with a shitty all 4's stray.

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I may lose the rat tail mutation but i think i'll make bushy tail smug cats like this little bastard and frog cats like those with the fish mutation because the idea of having literal catfishs is amusing.
 
gonna need a source on that chief
because it's antithetical to the mtg/rogue thing this game is designed around.
and people have been making "troll engine" jokes about isaac forever, and i don't trust retards to realise those are jokes
Tyler Gaylel's nitter post

I must be the only one still taking in strays for lols. Or well, they go into the fight club room. If they breed, they breed.
Strays are the purrfect sacrificial lambs for deadly fight clubs and preventing too much inbreeding or Baby Jack.
 
How inbreed are you cats kiwis? or do you keep them from southernmaxxing?
Mine oscillate between the squarest bushes known to man and your average jew. Very very few are not inbred at all; most are slightly inbred to some degree. (Mostly because I keep my breeding cats as slaves for 30+ days and they end up fucking their grandchildren due to my own ignorance.)
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My current strongest cat is probably also my most-inbred. The entire Tainted Genes lineage she descends from is probably going to end up being my premiere example of inbreeding.

I've been trying to change this recently, as a huge jump in Appeal furniture has allowed me to start taking in strays again, but the vast majority of my guys are still some level of inbred. That's okay-- it's lead to most of my cats averaging 3-7 beneficial mutations by this point, as well as given me steady fodder for Tink and Dr. Beans (whom I've maxed out at this point), but it's actually gotten to be such a problem that my house is completely fucking full up and really needs some spring cleaning.
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Every single night has to be spent sorting cats-- only two of my rooms have any +comfort furniture in them, so the attic is always between -15-20 comfort and a huge risk for deaths. I pretty much have to sort everyone according to whom they don't hate and hope for the best. A night without a single death is a rare one nowadays. Still, as long as you keep the good-tempered cats in the worst-comforting rooms and the angry ones away from those they hate you can get by on barely any comfort for quite a while.
 
Protip : don't be me and misread 'mutation' on the nuclear rod as 'mutation OR birth defect'. It's only the positive ones.

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E: You know what this game really needs in the DLC? Competitive multiplayer and Wonder Trade. I want to see horrible minmaxed competitive cats.
 
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. How inbreed are you cats kiwis? or do you keep them from southernmaxxing?
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my setup i've stuck to most of the game and have current is my attic is "the house" (ignore 0 comfort, i've hoarded too many cats atm). one bloodline for many, many generations. family tree stops tracking. i tried adding strays thinking with enough stim i could maintain mutations and stats but can do neither. i've heard of people making 2 "inbred" superior bloodlines at once in 2 rooms, and then mixing them enough inbred state goes down, and also, i've heard i think cat's uncles or around there breeding with them instead of super direct can avoid the game marking them full inbred but haven't experimented, too lazy, so just made a orgy hellroom.

all other rooms are appeal stat sticks but i stopped noticing real stray upgrades very fast. could get a line of 7 cats made by just like 30 or less. appeal seems to be sort of shit or has a sort of cap early. in making "the room", i also just accept the chaos of mutations at random and use ones i like for x class, doesn't cause too bad of problems, but optimally for harder diffiiculties etc would need to move it to another room if wanted to make one line of min/maxed copy paste bullshit. would be a bit repetitive for gameplay though, and have mainly invested all money and furniture into one super room instead of multiple mediocre, but eventually need to spread when i have enough copies of good furniture. i really like health but potentially also would need to remove it all and make a "infirmary" room, because some disorders are usable or very good and difficult to get, like the fetins from volcano sacrifices, the first stage of dwarfism is pretty easy to still have a balanced cat but with extra dodge, scatological etc. can't have a higher life span without trading all that.

i'd really like more information on stat breakpoints but the only one people seem to care about with info is stimulation, which steadily gives increased chances for skill carry overs and is worth getting high af, like up to 90+ in a perfect world. cats seem to have predetermined lifespans which health seems to boost to a decent amount, and it recovers injuries/disorders occasionally. seems to scale fairly ok by 20. mutation seems to scale ok also by 20, but ideally need just enough so inbred cats with like 7 or 8 mutations can be capped out by runs. comfort is pretty mediocre, cat partner/hate system, and i believe the blood frenzy disorder, seems to be biggest cause of cat fights, and the amount bred is by far enough even by like around 10. it seems mostly just "if you have x cats, need x comfort so not negative, but you know nice to have like 10 extra".
 
Since restarting my save weeks ago, I've been dreading doing the side quests... Mainly because the first time I tried, on my og save, I lost the persuader in the caves, and felt retarded, because I never got another one.

So I tried it again today. I got myself two daddy sharks, and I don't know why I ever had problems in the first place.
 
Since restarting my save weeks ago, I've been dreading doing the side quests... Mainly because the first time I tried, on my og save, I lost the persuader in the caves, and felt retarded, because I never got another one.

So I tried it again today. I got myself two daddy sharks, and I don't know why I ever had problems in the first place.
You'd be surprised how quickly you build game sense, even for different levels. I just breached Bunker & Core and despite them honestly not being that difficult for the cats I had I was getting some stupid losses just from being unfamiliar with layouts and hazards. Conversely I can send naked All-5s and clear Dybbuk in my sleep.

Sewers especially is good at fucking with new players imo, you can understand toolkits and next thing you know the sharks have 25 turns out of nowhere and you get bitch slapped by Boris because you have three HP left. Then the enemies in cave melt all your equips, cancel your spells, and the spiders lock you down until you get confused to death.

Junkyard and Boneyard are much more straight forward imo, it's really only the final boss that's difficult and that's more in needing to have a plan before you even get there.
 
So I've beaten Crater Maker and gotten this far without losing a run. Decide to try out Druid and see what the hype is about. Get wiped in the Alleys

At least I finally have a use for dead cats now
 
> Went to Crater
> Hunter, Cleric, Necro, Tank
> Lost hunter to Rocky Bobo
> Sed.jpg
> Wanted to abandon run
> Still proceeded
> Got two extra cats
> Went to Crater Maker
> Killed my cleric and the two cats
> Win anyway
> Druid Unlocked!


:biggrin:
 
Is the Engineer Class really that bad or i just dont get it? so far is the only class i dont seem to make it work at all.
 
Is the Engineer Class really that bad or i just dont get it? so far is the only class i dont seem to make it work at all.
It seems to be a pretty widespread opinion. Tinkerer, similarly mage but arguably worse, has way too many playstyles that require specific abilities and mixing abilities from other playstyles together just doesn't work at all
 
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Is the Engineer Class really that bad or i just dont get it? so far is the only class i dont seem to make it work at all.
It's just really narrow, in a way that the other classes mostly aren't. On average, "Anything that provides Tech" is a good place to start, and you can inversely also kind of assume that any Tinker that can't produce Tech within 1-2 level ups has a really high chance of being a dud. You can get away without Tech, but you then have to start doing cutesy shit like robot cat armies or mech suit which just don't work as well.
 
It's just really narrow, in a way that the other classes mostly aren't. On average, "Anything that provides Tech" is a good place to start, and you can inversely also kind of assume that any Tinker that can't produce Tech within 1-2 level ups has a really high chance of being a dud. You can get away without Tech, but you then have to start doing cutesy shit like robot cat armies or mech suit which just don't work as well.
I disagree because most of my best tinkers have had no tech and done reliable damage by just producing sticks and spitballs and using various means to buff them. Electrolyze, Robotic Arms, the caveman equipment, and any sources of additional basic attacks end up making tinker viable even with mediocre skills, and then getting combos and synergies on them just makes them even better

The passive Robotic Arms, that lets you use your weapon twice per turn, is actually even stronger than it looks because this count is per item, not per turn, so you can use a weapon twice, break it, generate a new one, and use that one twice too in the same turn, and repeat if you can get even more cycles going somehow, like with the spell Recycle
 
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I disagree because most of my best tinkers have had no tech and done reliable damage by just producing sticks and spitballs and using various means to buff them. Electrolyze, Robotic Arms, the caveman equipment, and any sources of additional basic attacks end up making tinker viable even with mediocre skills, and then getting combos and synergies on them just makes them even better

The passive Robotic Arms, that lets you use your weapon twice per turn, is actually even stronger than it looks because this count is per item, not per turn, so you can use a weapon twice, break it, generate a new one, and use that one twice too in the same turn, and repeat if you can get even more cycles going somehow, like with the spell Recycle
How do you play electric damage tinkerer, by and by? Is it even viable?
 
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