Indivisible: Valkyrie Profile/Metroid, Indiegogo, PC/Mac/Linux/PS4/XB1 -- funded!

So as someone who recently caught up to this Indiegogo and didn't get a chance to back it during the initial campaign, would backing it now be a good idea?
 
So as someone who recently caught up to this Indiegogo and didn't get a chance to back it during the initial campaign, would backing it now be a good idea?

Do you want any of the backer exclusive goodies?

Do you want to help the game reach the full VO goal (and maybe beyond)?

If the answer to those two is "yes" then you should go ahead and back it now :)
 
So as someone who recently caught up to this Indiegogo and didn't get a chance to back it during the initial campaign, would backing it now be a good idea?

If you have the means and are interested, I don't see why not. With the animation studio recently named and the campaign almost on the edge of getting major voiceovers, the reasons to back have only been growing.

Have you tried out the Indivisible Prototype yet?
 
30k looks super reachable!

Gonna look into buying more add-ons once I have a little more cash to throw around. At the very least a couple more copies of the game, and definitely a third shirt if that ever materializes.

So as someone who recently caught up to this Indiegogo and didn't get a chance to back it during the initial campaign, would backing it now be a good idea?
If you think you're gonna get it either way, backing it right now and thinking of it as a loaded preorder is what I'd suggest.
 
So I finally got round to filling out the survey that I've been pestered about for the last week and received a Steam code for 505's How To Survive
If anyone is interested, feel free to download via the code
7NRFC-873M0-VVB07
 
So I finally got round to filling out the survey that I've been pestered about for the last week and received a Steam code for 505's How To Survive
If anyone is interested, feel free to download via the code

That's nice of you! For future notice, if you're giving away a code in a thread, hide it under the Quote function by using the "Insert Email Link" button and erasing the contents between the brackets. That way, only members of Neogaf can quote the message and see the code rather than just anyone online skimming the thread. Like so:

Or you may use ModBot .
 
I finally did the BackerKit and added in a little extra. How far is it now to the goal?

The funding total on the IndieGogo page was last updated on Dec. 12th (probably due to Christmas Break and other year-end rushes), so hopefully we can get a full update by this weekend or next.
 
I came here to wish everyone a happy new year and good thing that I did, I completely forgot about the email! Talk about being right on time! @___@

Happy New Years to not just GAF but to Lab Zero as well! Hope you have a safe and fun new years party!
 
That was last updated Dec.12th.
It's probably
hopefully
much closer.

FWIW, the total was actually last updated I think December 21 or 22 but the date wasn't adjusted on the new total.

We are getting close though - I think we hit the VO goal by the end of January
 
Wait the campaign doesn't have a time limit, I can still participate? Thread title should reflect this.

When you guys say physical edition, is it also for PC? And will it be like a Steam installer where the computer has to be online to install physical offline data, or will you provide a normal installer?
Along with a Steam key? hehe
 
Wait the campaign doesn't have a time limit, I can still participate? Thread title should reflect this.

When you guys say physical edition, is it also for PC? And will it be like a Steam installer where the computer has to be online to install physical offline data, or will you provide a normal installer?
Along with a Steam key? hehe

We're leaving InDemand / BackerKit upgrades open until the end of 2017. And a thread title update would be awesome, actually!

As for the physical PC version...

Unfortunately I can't give a definitive answer on this yet, because we're still working it out with 505 Games.

But all the physical versions also entitle you to a code for the game, so whatever form the physical PC version takes, you'll also be getting code.

Sorry I can't be more specific than that right now - hoping to have a final answer on this in the coming weeks.
 
Yo, Ravi, that doesn't have anything to do with this, I just want to point out that you guys accidentally posted Trigger video twice on the IGG page instead of Christina's video.

Looks fine to me?

I've got both of them playing right now, and they have different preview images.
 
New update posted about the monsters in the desert surrounding port Maerifa!

tumblr_ojdnym6Rlc1uzx2jzo4_1280.gif


tumblr_ojdnym6Rlc1uzx2jzo8_1280.gif


More art, including various attack concepts, at the link!

https://www.indiegogo.com/projects/...the-creators-of-skullgirls/x/2363858#/updates
 
Ooh, so cool! Will there be elemental attacks in the game?

We don't have any plans for any kind of elemental strengths / weaknesses at this point. But it's something we could easily add if we felt the game needed it down the line.

My main issue with elemental stuff in this game is that each of your party members has a limited number of moves and thus elements available to them.

I'm personally very big on making sure the player can play with whatever party they want, and having elemental weaknesses could get in the way of that. i.e. Everything in this area is weak to water, therefore you better put some water people in your party even if you don't like them.

And it'd be even more annoying if we mixed up the elemental types, thus incentivizing you to constantly shift your party depending on the encounter.
 
That's a sound stance. On the other hand, giving players incentive to swap their party members around instead of relying on the same few for every encounter could be good? Anyone else what to chime in on this?

And not just elemental properties, but weapons and attacks can have physical properties that can increase or decrease battle effectiveness: slash vs melee, Weapon triangles, etc. That sorta thing. Maybe it's still too early to talk about this yet, but I thought I'd bring it up in case it hasn't been touched on before in this thread. For what it's worth, VP didn't rely too heavily on weaknesses when timing and combo efficiency proved much better at achieving maximum damage. If Indivisible will follow that same formula you won't hear me complaining.
 
We don't have any plans for any kind of elemental strengths / weaknesses at this point. But it's something we could easily add if we felt the game needed it down the line.

My main issue with elemental stuff in this game is that each of your party members has a limited number of moves and thus elements available to them.

I'm personally very big on making sure the player can play with whatever party they want, and having elemental weaknesses could get in the way of that. i.e. Everything in this area is weak to water, therefore you better put some water people in your party even if you don't like them.

And it'd be even more annoying if we mixed up the elemental types, thus incentivizing you to constantly shift your party depending on the encounter.
I think this is the right design approach, and elemental weaknesses/strengths are a shallow hassle. They also make it hard to tune an encounter properly.
 
We don't have any plans for any kind of elemental strengths / weaknesses at this point. But it's something we could easily add if we felt the game needed it down the line.

My main issue with elemental stuff in this game is that each of your party members has a limited number of moves and thus elements available to them.

I'm personally very big on making sure the player can play with whatever party they want, and having elemental weaknesses could get in the way of that. i.e. Everything in this area is weak to water, therefore you better put some water people in your party even if you don't like them.

And it'd be even more annoying if we mixed up the elemental types, thus incentivizing you to constantly shift your party depending on the encounter.

That's a sound stance. On the other hand, giving players incentive to swap their party members around instead of relying on the same few for every encounter could be good? Anyone else what to chime in on this?

And not just elemental properties, but weapons and attacks can have physical properties that can increase or decrease battle effectiveness: slash vs melee, Weapon triangles, etc. That sorta thing. Maybe it's still too early to talk about this yet, but I thought I'd bring it up in case it hasn't been touched on before in this thread. For what it's worth, VP didn't rely too heavily on weaknesses when timing and combo efficiency proved much better at achieving maximum damage. If Indivisible will follow that same formula you won't hear me complaining.

Yeah. I never had much issue with elemental attacks. Very few games I felt like demanded me to use a certain character to beat an enemy with an elemental weakness and the only two I can think of are Pokemon and Final Fantasy X. Pokemon of course is built around it and with FFX Lulu was there more for taking out enemies that resisted physical damage. You could still take out those Flans and elementals with a spell that they couldn't absorb.
 
I think it's good design to have additional systems like elemental strengths/weaknesses and weapon triangles that serve as a "mere" bonus at default difficulty level but their usage becoming crucial at higher difficulties. Should be able to foster multiple playthroughs while significantly changing up the gameplay on the way. Maybe that's just me.
 
We don't have any plans for any kind of elemental strengths / weaknesses at this point. But it's something we could easily add if we felt the game needed it down the line.

My main issue with elemental stuff in this game is that each of your party members has a limited number of moves and thus elements available to them.

I'm personally very big on making sure the player can play with whatever party they want, and having elemental weaknesses could get in the way of that. i.e. Everything in this area is weak to water, therefore you better put some water people in your party even if you don't like them.

And it'd be even more annoying if we mixed up the elemental types, thus incentivizing you to constantly shift your party depending on the encounter.

I personally don't really care too much for elemental attacks in the way of just attacks and resistances. It's super simplistic to me. I like elemental stuff that can modify the properties of an attack or add statuses. Because elements themselves have base properties themselves that you can impart either on defense of offense. Like you have an ice elemental stick or something, you hit someone with it and they will eventually get increased hit stun so you can combo stuff that normally wouldn't combo because you have more time because of the 'cold' property slowing them down due to repeated exposure.
 
I personally don't really care too much for elemental attacks in the way of just attacks and resistances. It's super simplistic to me. I like elemental stuff that can modify the properties of an attack or add statuses. Because elements themselves have base properties themselves that you can impart either on defense of offense. Like you have an ice elemental stick or something, you hit someone with it and they will eventually get increased hit stun so you can combo stuff that normally wouldn't combo because you have more time because of the 'cold' property slowing them down due to repeated exposure.
For what it's worth, I think this is definitely more interesting than damage type rock/paper/scissors
 
I skimmed the character design as I was scrolling down and went 'huh, cute'. Then I noticed the ginseng in her hat. And then I realized it had tiny ginseng arms. And her cute little dance.

I also figured you guys were totally done with adding new Incarnations so this is just super cool news all around. Though in hindsight I guess the roster was missing a character clearly oriented toward healing/buffs.
 
I hadn't really thought a dedicated healer was going to be necessary, based on the prototype. Maybe Ginseng/Honey has healing as one of their basic actions? Or they can spend more granular amounts of Iddhi? Or there's a general system change that makes healing more important as a deliberate choice.

Hype to see the reveal train get going tho :D
 
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