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Impressions: Mewgenics
TL;DR: I bought Mewgenics on February 14th, and have 30 hours played after four days.

Mewgenics is a tactical roguelite and cat breeding sim from Edmund McMillen, of Binding of Isaac and Super Meat Boy fame. While it does not play like Binding of Isaac, it is absolutely the same kind of brand experience: crude humor, goofy visuals, banging soundtrack, absolutely broken skill/item combos, and a deeply compelling gameplay loop. Well… for the most part.
The game is divided in two parts: house and adventure. During the house parts, you are performing the “eugenics” part of the title. At the end of each game day, compatible cats will squirt out 1-2 kittens with some mix of the parents’ stats (and sometimes abilities/mutations), and the kittens themselves will grow into adults an additional day later. There is a lot of RNG involved in breeding into the best stats, but you can mix and match furniture to weigh the odds more in your favor. Or, honestly, you can mostly ignore it and just rely on the daily stray cats that wander onto your property.

When you are ready to adventure, you place up to four cats in a box, give them a class “collar,” and then equip them with any spare items you got from prior runs. After that, you progress through a linear series of nodes that includes battles, events, treasures, mid-bosses, shops, and final bosses.
Hobbes would accurately describe Mewgenic’s combat as “nasty, brutish, and short.” Fights take place in an intimately-sized, randomized board with you generally being way outnumbered. I would classify combat as Fair* with the asterisk emphasized. There is a turn-order ribbon, right-clicking will show you have far a unit can move and subsequently attack, and abilities work as described.
However, no punches are pulled, no mistakes unpunished. There is no move rewind if you didn’t move 1 square far enough, you can absolutely waste attacks by mis-clicking on the ground, and there is built-in punishment for save-scumming battles. Additionally, there are some mechanics that work differently than you may be used to in other games. For example, Tall Grass is terrain that gives the unit a 50% evasion chance… but this also applies to friendly heals and buffs sent your way. Having a Tank character with Thorns or other “on attack” debuffs are great… until an enemy uses a knockback ability and sends your cat bumping into said Tank, dealing massive friendly fire.
It’s also worth noting that if a cat hits zero HP, it goes into a downed state and gets a permanent reduction to one of its stats. If a downed cat takes much more damage though – or gets targeted by a corpse-destroying ability – it dies permanently. While you can occasionally get a mid-run replacement, that new cat won’t have a class and starts at level 1, so it’s barely a warm body.

The upshot to this harsh, rules-as-written gameplay is allowing for truly broken shenanigans. Some things are RNG-dependent, such as which items drop and what starting class abilities each cat gets. That said, each level up grants a cat a choice between four options, which can sometimes lead you into interesting directions. In one run, my Tank had a cheap, stackable bodyguard-like ability that automatically caused him to swap places with any other team member that got targeted with anything (attack, spell, etc). He also had a starting ability to give himself Thorns at the cost of not moving during his turn. Not much of a problem since he could protect the team from anywhere. He later got an ability to automatically Block any attack coming from the front. Considering the Bodyguard ability always places the Tank facing the attack… yeah, suddenly my whole team was effectively immune to the first 5-6 attack of every turn.
The balance to all this comes from the fact that cats who survive adventures are “retired” when they come back to the house. They can still stick around a breed and such, but you are going to need an entirely new set of four cats to go on further adventures. Plus, you know, RNG is RNG and you may never receive that same set of skills/items again. Plus plus, the game escalates in difficulty pretty wildly by the end of Act 1, let alone the start of Act 2 where I am. Let’s just say that broken combos can go both ways, if you aren’t careful.

Having said all that, Mewgenics also feels kinda bad sometimes. The house portion of the game feels good, but it keeps getting interrupted by the need to go adventuring, which can often take more than an hour depending on how deep you go. Adventuring by itself usually feels good, but there’s a conflicting desire to play sub-optimally to farm more resources for the house phase rather than do what’s best to ensure success of the run itself. Then there are the house progression unlocks, which are done by “donating” cats to NPCs. One of them wants retired cats, for example, so it’s sometimes tempting to just go on a bunch of first-zone-only runs and try and brute-force the rewards. If you don’t, you’ll be making due with cramped quarters for dozens and dozens of hours.
Also, right now Events in the adventure phase feel half-baked. Random cat is selected, given a small selection of Skill checks, and it’s not entirely clear whether the outcome was due to failing or even succeeding the roll (or what the odds even were). What’s worse, sometimes the best reward is tied to a particular Skill check, not just succeeding on any of them. For example, when given a choice between Eat/Loot/Examine, you might have three different positive outcomes possible, where “positive” might be “just flavor text” or “game-breaking item.” Binding of Isaac was filled with randomness too, sure, but it somehow feels worse in Mewgenics.
So, yeah, that’s the game. If Isaac is any indication (or the 1 million already copies sold), Mewgenics will receive years of support, hopefully addressing things like the Events (etc). Plus, it’s $30 MSRP.
The era of the indie is now.
Impression: Darkest Dungeon
As I alluded to before, I ended up refunding my purchase of Isaac: Rebirth. Deciding I was still in the mood for a roguelike, I put that $10 into purchasing Darkest Dungeon instead. Now more than dozen hours in, I myself feel like a character succumbing to mania over the experience.

The art style and tone are an acquired taste, but I have acquired it.
The core gameplay loop of Darkest Dungeon is simply superb. Pick a group of four adventurers, buy them supplies for a dungeon delve, and then crawl through said dungeon killing and looting. Successful completion or not, those four particular adventurers are likely going to need a break to recover from the ordeal, so spend a bunch of your gold on (mentally) healing them. For the rest of the profits, use heirlooms to build up the Hamlet, then spend gold to upgrade the gear of another set of four adventurers… who then will need provisions for their own expedition. Wash, rinse, and repeat.
That might sound boring or perhaps grindy, but there are so many considerations and decisions to be made on a micro level that I find the hours melting away in a Civilization “One more turn” kind of way. For example, you can’t recruit just anyone: you get a small pool of recruits to choose from each “week.” Even if it’s a class that you wanted, out of the 8 possible Skills that class has, they will have 4 random ones. You can spend gold training the specific ones you desire, of course, but that’s 1000g less you have to spend on something else. Other times you have exactly the class and spec you want for your particular dungeon strategy, but they end up accumulating too many Diseases or negative Quirks such that it’s easier/cheaper to just let them go than keep them. Finally, even if you upgrade the Stagecoach such that you get higher-level recruits hand-delivered to you with full upgrades out of the box, they might not have enough positive Quirks to justify the limited roster space.

Even if I liked Highwaymen (I don’t), this hero is too expensive to treat.
None of this even gets into the combat and dungeon exploring parts of the game.
At the beginning, I thought the combat system was kinda dumb. Each character has the ability to do one thing each round in a turn-based manner. There are priest-esque classes and others with healing abilities, but they can only perform these actions in combat. Yeah, that’s a particular “gamey” limitation, but the longer I played, the more I realized how the entire point of this game is resource management. A turn spent healing is a turn not spent attacking.
However, considering that HP is only a concern in a dungeon, whereas Stress carries over into town and future dungeons, you have to start considering the relative merits of either. Leaving up the weak spellcaster who “only” inflicts Stress on your team so that you can spend multiple rounds healing your team to full HP might not be worth (literally) the trouble. Then again, if you have to end up Retreating from a battle/quest because everyone is about to die, well, they end up getting penalized with Stress/quirks regardless.
Then you have the boss fights, which possibly toss aside all your carefully laid plans. I defeated an Apprentice Necromancer with barely an issue already. Fighting the Wizened Hag though? I have faced her three times thus far, and retreated each time, nevermind the three other attempts that were aborted before even reaching her chambers.
The Hag has a Cookpot that takes up the first two “positions” on the field, with herself in the last two. Invariably, one of your team members gets thrown in the Cookpot and takes damage each individual turn until released. Thus, not only do you lose the actions of that team member, but your remaining members are usually out of their normal position (most abilities have position limitations), and then you have to consider whether to attempt to free the person or attack the Hag. Freeing the person is fine… but the Hag will throw someone else in the pot almost immediately afterwards.
Which can be the same person. /sigh
Having been defeated by this encounter so many times before, I am now in a holding pattern of leveling up my lower-level people to get a pool of acceptable candidates to try and kamikaze my way through the encounter, or perhaps overwhelm her with higher-level gear. Repeated dungeon clears of the other locations unlock additional bosses though, so perhaps I ignore her for now. And, oh, this other quest offers a pretty good trinket for that one class, so perhaps I grab that first.
Around and round I go… loving every single minute of it.
So, yeah. I’ll be curious to see how I end up towards the endgame; if this gameplay loop still entertains or if I get ground down by the repetition/familiarity. I ended up choosing Radiant difficulty based on the, ahem, horror stories from others who played originally. Indeed, some of the original mechanics sounded outright dumb: the inability to take characters back into the final dungeon more than once, for example. Some of those have been address since the game’s launch, but it’s a bit sobering to read that Radiant was designed to bring down the play-time “from 80 hours to about 40.”
Fake Edit: took down the Hag with this handsome group of characters:

What does not kill you, stresses you out.
Impressions: Binding of Isaac: Rebirth
It’s kinda funny, looking back and seeing my original review of The Binding of Isaac being posted in November 2011. 11/11/11, in fact. Nearly six years ago is a pretty long-ass time. And yet here I am buying the re-release of a game and its expansion for another go-around. Maybe.
The truth is: I don’t know.
Ostensibly, I bought Rebirth (and Afterbirth DLC) because it was on sale and I had read all the people praising it on Reddit as being far better than the original. One person mentioned that it was simply relaxing to play. Certainly, I felt slightly similar back when I first played the game insofar as I compared it to Solitaire. Just something to play for a little bit without a sense gravity.
At the same time, I constantly found myself pausing the game and going to the Wiki. What does this Tarot card do? What the hell is this buff? Why is this room empty aside from a spike pit in the middle? These mysterious things are traditional trappings of roguelikes in general, but I feel like Isaac spends an inordinate amount of time in being obtuse. Random effects or items? Fine. Obfuscated abilities? Not fine.
It took me three runs to make it down to and defeat Mom, which resulted in about 15 achievements. Among other things, this unlocks the other half of the game (post-Mom), new items that get added to the random pool, new characters to play as, and Challenges. The latter is new to me, but is basically normal Isaac runs with some kind of penalty added on. In fact, pretty much everything I’ve seen so far is just piling on difficulty.
I’m not sure this is me anymore though. It was certainly relaxing to play in the moment… until I started pausing every other room to double-check the Wiki. I’m not going to stop doing that either, as I find blind choices fairly abhorrent. I don’t need to win every time I play a roguelike, but I’m also not going to let myself ruin an otherwise good run with some bullshit “Gotcha!” moment either.
So, yeah. Perhaps this will be my 2nd Steam refund.
Dungeon of the Endless
I was in a mood for a new roguelike for those times when you want to play something for 10 minutes (but end up spending 2 hours), so I picked up Dungeon of the Endless. After finally completing the first ship on Too Easy mode – having died a dozen times in frustrating ways on Easy mode (only two options at the start) – I’m not sure that I’m up to playing any more.

No, no there is not.
The core mechanics to this game are actually really novel and layered. The goal is to open new rooms until you find the exit, then move the crystal to said exit. Each time you open a door though, you trigger a Tower Defense-esque round where enemies may or may not pour from every unpowered room that you have discovered (unless characters are parked in those rooms). You can power and unpower rooms at will, but are limited to a certain number of powered rooms based on your Dust level. Dust is discovered by opening rooms and killing enemies.
Additionally, each door that gets opened gives you X amount of Industry, Science, and Food, which can be augmented by building components in powered rooms. Oh, and there are defenses you can place, new tech to research, items to equip, your characters can level up by using Food, and so on.
If it sounds complicated… it actually isn’t, amazingly. While you can order your characters (up to four) around, you can only tell them to go to given rooms; they attack automatically. Eventually you can unlock extra abilities, which generally last less than 10 seconds and thereafter take 2-3 rooms to recharge. You can sometimes get clever combos going, but it’s mostly panic button stuff.
What ends up being frustrating though, is how the game sorta becomes more of a Press Your Luck game than roguelike. Your accumulated resources carry over to each new floor, so there is always a tension between placing defenses (which cost Industry) to be extra safe, and/or just going for the exit, and/or opening a few more rooms to get some more resources/items. You can sometimes get screwed going the extra mile with Binding of Isaac or FTL encounters, but for the most part your twitch gameplay skills can save you. With Dungeon of the Endless though, there is a thin margin between being okay and getting slaughtered. Since everything is practically automated – you cannot choose which alien your characters shoot at – there isn’t much you can do when you get a gang of suicide enemies amongst cannon fodder or tanky enemies.
Hell, I’ve played the game for 10 hours now and I don’t know what the suicide enemies look like. This is definitely one of the those “discover on your own look up everything in the Wiki” games.
I dunno. I may play a little bit more to see if I’m just not grokking the experience. With Binding of Isaac and especially FTL, getting that “Aha!” moment was both sudden and mind-blowing in terms of how much further I could go. I’m not sure the same is possible here, but we’ll see.
——-
Since writing the above, I played for another 5-10 hours and my conclusions are basically the same. I feel like I understand the essential essence of the game… but there isn’t anything I can do when things like this happen:

Oh, hey, I lost the dice roll four times in a row.
Opened 23 doors, still didn’t discover the randomly placed exit. GG. Since monster waves get worse and worse the more doors you open, there was literally nothing I could have done here. Other than chose to go south and west first, back when my map was blank.
Play perfectly and still get randomly screwed? Yeah, welcome to roguelikes. But in most other ones, I feel like you have room to improve your own skills. In this instance, my RNG was the only meaningful skill I was lacking.
This game is definitely going straight in my Steam graveyard category.
Review: The Binding of Isaac
Game: The Binding of Isaac
Recommended price: $5 (full price)
Metacritic Score: 84 (!)
Completion Time: Technically ~1 hour, or 20+ hours
Buy If You Like: Twisted, roguelike Flash games
The Binding of Isaac (hereafter Isaac) is a game that, strictly speaking, I should not enjoy. Indeed, I did not enjoy it at all the first few times I played it. But I did keep playing it, and once I sort of stumbled my way out of fifteen years of safe game design, Isaac rekindled a bit of that stubborn old-school gamer flame that propelled my younger self face-first into Battletoads hour after bloody hour.
Isaac plays like Smash TV from the olden days, with WASD controlling movement and the arrow keys controlling which direction you eject the streaming tears from your naked body at the merciless demons haunting your childhood nightmares. Map layouts and room contents are randomly determined each time you start the game, with the only consistency being the number of total levels, and there being Item and Boss rooms on every level (until the last few, which have no Item rooms).
As I mentioned, the game did not seem terribly fun the first few times. There is no quick-save, there are no checkpoints, and I got the feeling that I was lucky to even have a pause button. Death is permanent, none of the items you receive are really explained before you use them, many items can actively harm you in some way, some room setups are completely unfair, and it is both entirely possible and very likely that you will get screwed right from the very start with things only getting progressively worse.
Sometime around my fourth attempt, it suddenly all clicked: this is like Solitare. A game you play because you aren’t sure you want something heavier, a game that you don’t have an expectation to beat every time, and yet something you still find fun hours and hours later.
And I have indeed been having fun hours and hours later; 20+ hours to be exact. Although you never carry over items you accumilate, beating the game or getting specific achievements will unlock new items that are then added to the random roster, some of which will radically change the tenor of a particular run. I have a few more specific achievements to grab by beating the full game with different characters (basically different starting load-outs) before getting to the truly ridiculous “take no damage for X levels” kind, so it will be interesting to see if the game is still fun once those dry up.
But you know what? Getting more than 20 hours of game time in a roguelike, a genre that I was hitherto convinced I would despise on principal, is an absolute goddamn steal at $5.
Indie Game Alert
I cannot imagine anyone reading this wouldn’t already know, but in case you haven’t checked:
- Bastion is the mid-week Steam madness sale. $7.49 (down from $15)
- New Humble Bundle is up, now with The Binding of Isaac as a bonus.
As previously mentioned, Bastion is top-quality material.

