I’ve been playing the beta of Mewgenics (the new game by Edmund McMillen, creator of The Binding of Isaac) and got frustrated by the opaque RNG mechanics. The game has a "Luck" stat, but it wasn't clear how it affected success rates.
So, I decided to dig into the game files (classes+Misc.txt, events.csv) to reverse-engineer the hidden formulas.
I built MewGenius to visualize this data. It's a static site built with Astro + React.
Technical challenges I solved:
Reverse-engineering the RNG: Discovered a hidden "Reroll" system where Luck 15+ gives you two dice rolls, drastically changing the probability curve.
Genetic Simulation: The game has dominant/recessive traits. I built a simulator to flag risky breeding pairs (inbreeding/diseases).
Data Pipeline: Wrote Python ETL scripts to parse the raw CSV/Text game dumps into structured JSON for the frontend.
It's still a work in progress, but the Luck Calculator is fully functional. Would love any feedback on the tool or the UX!