Hey Ravi, if I didn't get my survey email do I contact you or IGG?
Try this:
https://indivisible-rpg-from-the-creators-of-skullgirls.backerkit.com/
Hey Ravi, if I didn't get my survey email do I contact you or IGG?
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?
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 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 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
I finally did the BackerKit and added in a little extra. How far is it now to the goal?
I finally did the BackerKit and added in a little extra. How far is it now to the goal?
Did we reach that full VO goal?
Still around $32k short.
That was last updated Dec.12th.
It's probablymuch closer.hopefully
Back at work!
First, the funding total has been updated - just a little over $20k to go!
https://www.indiegogo.com/projects/indivisible-rpg-from-the-creators-of-skullgirls/x/2363858#/
Also, we're done with pre-production, so expect a flood of info, animations and music this year!
Back at work!
First, the funding total has been updated - just a little over $20k to go!
https://www.indiegogo.com/projects/indivisible-rpg-from-the-creators-of-skullgirls/x/2363858#/
Also, we're done with pre-production, so expect a flood of info, animations and music this year!
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
Have you announced the anime studio yet? lol I haven't been around this thread for a while.
Have you announced the anime studio yet? lol I haven't been around this thread for a while.
Back at work!
First, the funding total has been updated - just a little over $20k to go!
https://www.indiegogo.com/projects/indivisible-rpg-from-the-creators-of-skullgirls/x/2363858#/
Also, we're done with pre-production, so expect a flood of info, animations and music this year!
I'm happy to confirm that the PC physical version will be DRM-free!
I'm happy to confirm that the PC physical version will be DRM-free!
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.
I love it!New update posted about the monsters in the desert surrounding port Maerifa!
New update posted about the monsters in the desert surrounding port Maerifa!
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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?
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.
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.
For what it's worth, I think this is definitely more interesting than damage type rock/paper/scissorsI 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.
Yes, it's good now. Maybe my page glitched out that time or someting.Looks fine to me?
I've got both of them playing right now, and they have different preview images.
New update today!
http://labzerogames.com/indivisible-...-model-sheets/
We've got an ALL-NEW Incarnation reveal, and updated character designs and model sheets for Dhar and Qadira!
New update today!
http://labzerogames.com/indivisible-1-18-2017-update-model-sheets/
We've got an ALL-NEW Incarnation reveal, and updated character designs and model sheets for Dhar and Qadira!
She's adorable. Is that like an idle animation?
Love this design. Particularly the little veggie monster.New update today!
http://labzerogames.com/indivisible-1-18-2017-update-model-sheets/
We've got an ALL-NEW Incarnation reveal, and updated character designs and model sheets for Dhar and Qadira!