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Reviews for "Mutate the Labrat 2"

Infuriating

The monetary issues have already been touched on, but overall the game just screws over the player too often.

I put about 2 hours in, got a creature to about level 300 and decided I wanted to "fuse" him with another rat for a second time so i could finish up the game. My first fusion was a total waste (had no idea each fusion would reduce the chances of it taking). Well this second time i figured i'd be a little wiser and actually use a high level rat, i was pretty pissed I'd thrown the first one away because i didn't know fusing had permanent bad effects. So i saved my game, tried another fuse at 70% chance and it failed, Reduced my creature to level 170. No big deal, i'll just reload. Reloaded and I was at 170 still. What a joke.

Other than the grief the game has some interesting elements, i like the idea of experimenting on the rat, but since a level is a level, rather than certain experiments enhancing specific properties of hte rat, you just end up going with what works best.

Best strat i found was to just irradiate the CRAP out of my rat and keep him alive with endorphines. 10 mins go by and you're up 100 levels, just takes a bit of money to buy the endorphins and pay for the revival of the rat. (this is also a bit buggy as the stats can go over 100%)

Good in artwork but bad in gameplay

so the game is good and all but man the money is realy screewd up just like sataandagi said everything is expencive if compared to the way you gani money like the income is bad sice the workers die to fast that makes them even more useless and expencive , and im not even going to talk about arena i mean you waste more money on preparing than wining making all that eforth worthless and you realy have to work on the random enconters with monsters like the ones with rank 2 monsters they are hard at the start of the game make iven worthless to leave the laboratory so please make a new version with more money income and th monsters fixes or these game will FAIL ok. Waiting for new version

changko18 responds:

made the starting money 10k with more starting miners, and less deaths

Good idea, but...

I'm seriously trying to avoid bankruptcy here, as there isn't a really steady income, the best way to make money I've found is to scrape weak labrats mine had defeated, as miners keep dying and I run out of money just to sustain the beast.
Also, income from arena battles is way too low, at least compared to the money you invest to defeat one of your opponents.
Tipically, my game ends up with me being in limbo, fearing to move due to the unclear "monster lever" advice, avoiding sending people in the mines because they die in a ridicolously short time (I mean, accidents happens but seriously, this rate would have been ridicolous even in victorian age).
Also, the lack of a proper save game feature greatly cuts longevity, as the beginning is a trial and error process, and I don't want to begin a whole new game just because I choosed to move to the left to see what the hell was there and the be raped by a "level 2 monster".

To summarize, it just needs less casual encounters and some way to gain a steady income, at least at the beginning, also a slightier higher reward for arena and a lower food price.
Oh, and those miners. Seriously, you really need to dramatically drop the death rate.

this takes me back

this game brought me into newgrounds, the memmories

ehh

This game is really quite difficult. There is no good way to make money as the miners end up dying just about every 3rd cycle, and will hardly even redeem their market value before they do so. The miner death rate should definitely NOT be higher than the success rate of the mineral with how much they cost. The lack of reliable income causes the player to focus mainly on getting by economically and keeping their labrat alive, rather than being able to enjoy any of the other features of the game.
The game idea is great though, really. It just needs some monetary balancing.

changko18 responds:

point taken. i fixed the miner problem by making them 2x less likely to die