Do they have an estimated time of completion?
Aaand everything is settled, down for $750. Give us an amazing game![]()
Shipping is included for domestic, and $15 for rest of the world.
Indeed you're not. You have actual integrity and talent and your game looks cool. >_>B-B-But I'm not Inafune. ; _ ;
Indeed you're not. You have actual integrity and talent and your game looks cool. >_>
I don't think that many people are aware that fixed campaign is a thing with Indiegogo, which can be a disadvantage for this crowdfunding campaign.
Yeah, it reminds me of CrossCode, which had an amazing (and quite lengthy) gameplay demo but they still struggled to get funded because of IndieGogo, they had to extend the campaign duration to reach their goal (at least IndieGogo does allow that in case they're just shy of meeting their goal). Yet some shady appeal-to-nostalgia projects with no prototype, no tentative gameplay videos, etc. and nothing but some vague promises and concept art get explosively funded on KS. :|I don't think that many people are aware that fixed campaign is a thing with Indiegogo, which can be a disadvantage for this crowdfunding campaign.
I'm thinking this needs at least 10% ($150k) by the end of its first 24-hours to have a decent chance at being a slow-burn success. That wouldn't be a great amount for day 1 (which typically is the single strongest day in a campaign) but anything less than that is going to be hard to come back from.
This is so far beyond the funding any game has ever gotten on Indiegogo that honestly I don't think it's going to happen.
It's a shame, cause it looks great.
I don't think that many people are aware that fixed campaign is a thing with Indiegogo, which can be a disadvantage for this crowdfunding campaign.
Yet some shady appeal-to-nostalgia projects with no prototype, no tentative gameplay videos, etc. and nothing but some vague promises and concept art get explosively funded on KS. :|
I don't know why people won't give a project a chance unless it's on Kickstarter. Especially one as promising, transparent, and concrete as Indivisible. It's completely arbitrary.
Hahah. That merits an avatar and tag quote. xDIsn't that Hyper Light Drifter in your avatar?
but it's not like the fighting game community that's organized & active enough to actually mobilize and throw their weight behind you in a big way.
Additionally, with the notable exception of Shenmue 3, I can't think of any crowdfunded game that has a base goal as high as this one has. Shenmue 3 also had the advantage of being announced at Sony's E3 press conference, while Indivisible doesn't. The base goal is bigger than the total raised by Massive Chalice, Divinity: Original Sin 1 and Shadowrun: Hong Kong in their respective Kickstarters. It's a huge ask.
Hahah. That merits an avatar and tag quote. xD
I actually agree. I had more fun with the prototype than I've had other games. The promise of it all being fleshed out and expanded upon sounds tantalising. My first Lab Zero game! I hope this gets fundedYou know what's sad. That small (packed with content) prototype blows away other full games in the genre. I know they aren't the same but when you compare a game like this to Mighty Number 9...I mean its night and fucking day. Bravo!!
Shamaness for life.
I think you're not quite right here. Keep Skullgirls Growing definitely had big names in the FGC swinging for it, but most of the support was sourced directly from, well, fans of Skullgirls, and fans of Skullgirls come from a lot of walks of life. I can't say the fandom is generally in sync with the greater FGC, honestly. And I don't think it's wrong to say 'Skullgirls fans' are essentially the same thing as 'Lab Zero fans'. Especially when you consider a lot of people attracted to Skullgirls were attracted for the story, the art, and not necessarily the gameplay. Indivisible is more skewed toward that audience, actually.Another thing that worries me is that the Skullgirls campaign had strong support from the hardcore fighting game community which supported them directly via donations and indirectly via spreading the word. There isn't really anything like that for this project - Metroidvanias are the latest fad in the indie game scene so there's already a ton of them (many of which are very good) and Valkyrie Profile was never very popular outside Japan and the newest mainline game in the series is almost 10 years now. You'll get fans of VP to support you, but it's not like the fighting game community that's organized & active enough to actually mobilize and throw their weight behind you in a big way.
Game looks really damn good. This is the kind of stuff that usually gets picked up by Sony/Microsoft, but hopefully the campaign makes the goal so there's no need to tie you down.
Aaand everything is settled, down for $750. Give us an amazing game![]()
Uhh, I was charged $15.Shipping is included for domestic, and $15 for rest of the world.
Same might be said about the Pony fanbase, considering that the game that's supposed to succeed thanks to them, Fighting is Magic, isn't doing so hot right now.
Just checked their page and it looks like they're doing fine to me. Decent number of backers, 55% raised ($240k) with over 2 weeks left to go. They're not hitting any stretch goals (if they have any) but with those statistics, it'd be shocking for them to not reach their goal.
Thirty bucks is the cheapest option to get the game? Guess y'all don't want my money
Yeah. $30 for a game is a ripoff, right?
It's the connotations of being an indie game, sadly. I understand the reservation, as the ideal price point for a digital indie release is perceived to be a lot lower than $30, especially when it's 2D. Skullgirls probably didn't help either. $15 was a great deal at the time, but there was arguably more content there than the cost merited, and it skewed the idea of the value. But if there's going to be as much content as what it claims, I have no problems pledging $30 for a beautiful 20-30 hour action RPG. Plus there's a level of polish to Lab Zero stuff that puts it above typical indie fair in terms of presentation, imo.
It's more, IMO. The vast majority of fighting games look worse than Skullgirls.
Just regarding the outlines on characters:
To invent a technique and name it after one of your team, you've gotta be doing something really special, almost like the Itano Circus or Yutapon Cubes in anime.
I'm really glad they did presentations and went to various events to show off the tech behind how they did it.