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

I backed this before doing my LP of the prototype; no regrets. This was one of the most exciting things I've experienced in a while.
 
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I finally managed to get up there to the first part and no wonder that shit is so hard. The hitbox barely connects with the wall. I thought once I got that down, I'd be fine, but nah. After that I managed to hang on to the second, but the third part is so short that a missed jump more likely means you have to climb that motherfucker again. I got back up there and I thought I finally succeeded when I managed to climb that third wall and wall jump off it, but I think I was supposed to use the axe at some point, but I didn't thinking I would just land on the opposite one and I was back at the bottom again. I gave it two more tries and said fuck it.

I hope finnicky platforming like this is kept to a minimum in the final game and only made for those obtuse game secrets because that shit ain't fun.
 
I hope finnicky platforming like this is kept to a minimum in the final game and only made for those obtuse game secrets because that shit ain't fun.

I know I don't want stuff this rough in the final game, or at least for everyone to be able to enjoy it.

It's just bonus stuff, though, not really meant for mass consumption. Secret rooms and stuff like that might be this way, but I wouldn't want upgrade materials, Incarnations, etc. to require this kind of finesse.
 
Lab Zero's character designs are interesting, so I'm looking forward to seeing more Incarnations being revealed~
 
I know I don't want stuff this rough in the final game, or at least for everyone to be able to enjoy it.

It's just bonus stuff, though, not really meant for mass consumption. Secret rooms and stuff like that might be this way, but I wouldn't want upgrade materials, Incarnations, etc. to require this kind of finesse.
I figured as such, but good to have assurance.
 
Really nice Thorani sketch from Mariel.

Mariel da best

I know I don't want stuff this rough in the final game, or at least for everyone to be able to enjoy it.

It's just bonus stuff, though, not really meant for mass consumption. Secret rooms and stuff like that might be this way, but I wouldn't want upgrade materials, Incarnations, etc. to require this kind of finesse.

I thought it was the most fun part of the prototype, tbh, I'd love to have at least a secret weapon/incarnation tied to some crazy platforming like this.

Or maybe instead of making it only possible for this high precision stuff, make it so most people will think it's NG+ only, but in fact you can get it on NG if you can do shit like this. I don't know, I'd just really love some sort of reward for something this fun and demanding every now and then. It's actually surprisingly consistent in execution, once you get the timing right, which is what makes it so much fun.
 
Just a heads up, but we'll be launching a new tier soon.

$350, gets you a voicemail or other short recording from the vast majority of Skullgirls VAs and some others, as well.

The voicemail will be added to all tiers above that, as well. So if you've already put down more than $350 you'll get this perk, too.


Also: concept groundwork for Dhar, the first of the new Incarnations we revealed:
http://indivisiblerpg.tumblr.com/post/130904963771/o-8-here-are-some-additional-sketches-doodles
 
I really want to see this game succeed. I've only backed one crowdfunding campaign ever, and it happened to be a LabZero one for Skullgirls. They delivered everything they promised and more, and kept constant and open communication. It was pretty sweet considering how I've seen other crowdfunded games fail for a myriad of reasons, the main of which is simply not asking for enough funds.

The goal here is certainly realistic, but I think this project is having trouble finding momentum because of this. It's certainly a catch 22.

I love seeing games made with not only passion, but with intelligence and artistic dignity. Indivisible is challenged to find footing in an ecosystem that's forcing game development to change in a multitude of ways.
 
This one makes me confused. Is he a mexican revolutionary and a spanish conquistador mix using a revolver action rifle? And he's in a game set in South Asia? That's pretty wacky.
 
This one makes me confused. Is he a mexican revolutionary and a spanish conquistador mix using a revolver action rifle? And he's in a game set in South Asia? That's pretty wacky.

The game goes to various settings, Central America being one of them.
 
Played the prototype, my thoughts:

  • I love how so many of the Skullgirl sound effects made it to the game.
  • The character art and animations are gorgeous
  • While I like the character art, I feel that the enviornments seem a little mixed. Sorry I'm not usually a fan of 2D characters ontop of 3D backgrounds.
  • I love how the battle system allows members of the party to chain attacks.
  • What attack does what is initially confusing, it would help if what attack each character was using was on a HUD.
  • The level design and platforming could use some work. I know I know it is a prototype, but it feels that they put more care into the battle system than the level design so far.
  • Reasonable variety of enemies (for a prototype anyway), a rare thing for 2D games.

Overall, great prototype. Will keep an eye on this.
 
Finally took some time to place my $75 contibution. So want that soundtrack and artbook.

Best of luck with the campaign!
 
We're accelerating the Incarnation reveals to one every $50k!

This is Thorani, whose hair produces a purifying water that she uses to wash away evil.

She looks great. Definitely my favorite incarnation thus far. I'll probably back it now. Depending on future incarnations, I'll throw more in the pot.
 
This one makes me confused. Is he a mexican revolutionary and a spanish conquistador mix using a revolver action rifle? And he's in a game set in South Asia? That's pretty wacky.

The Spanish Conquistadors came to Asia though, and succeeded in the Philippines.
 
Just finished playing the prototype, and it feels like this game was custom made for me. Seems like I should play Valkyrie Profile during the wait. Backed.
 
Just finished playing the prototype, and it feels like this game was custom made for me. Seems like I should play Valkyrie Profile during the wait. Backed.

Totally do it if you can, it's a RPG-platformer hybrid that STILL plays well and feel novel. Probably why I'm so psyched for this is because VP really worked as well as it did. (I'd love to see VP PSP the next thing they port since they're doing Star Ocean 2).

On that note, this is probably one of my favourite gaming-related thing I own:
HtoUZNn.png
 
Just finished playing the prototype, and it feels like this game was custom made for me. Seems like I should play Valkyrie Profile during the wait. Backed.

I felt the sameway as someone who feels wronged by the lack of VP3! That and the fighting game elements really make it a dream come true! I did a preview actually of all the things a friend and I adored about the game early on! Can't wait to play the full game.
 
Played through the prototype thanks to the giveaway thread. The game looks awesome, and I'll definitely be pledging at some point in time before the campaign is over. Hope you guys make it.
 
Played through the prototype thanks to the giveaway thread. The game looks awesome, and I'll definitely be pledging at some point in time before the campaign is over. Hope you guys make it.

Glad you enjoyed it, and thanks for your support!
 
Played through the prototype yesterday, couldn't beat the boss though as I'm pretty terrible at the game. Some thoughts:

-I love the main character design
-I can tell the combat is pretty deep but I couldn't figure it out beyond the basics so I hope the final game will have an optional in-depth tutorial on the combat
-Not a fan of the button layout for each character in battle switching based on the direction your facing. I couldn't even figure this out until after I stopped playing and looked at the readme
-Jumping feels just a bit stiff; you don't have much air control.
-Climbing walls with the axe feels so good
-Found an invisible wall on the entrance to the second half of the temple. I'm assuming the final game will have areas you're not supposed to climb blocked off more naturally
-Also don't really like the 2D sprites on 3D background but that's probably not changing. Thankfully that's not really noticeable the majority of the time.

Good luck with the rest of the indiegogo. Will probably back for a little bit later this month.
 
I hope the final game displays attack names + status conditions and such, it would make combat more easy to understand for me. Until reading online, I didn't know what Razmi's down attack does or that it's stackable, for example.

Anyway, I showed the prototype to some firends and they were immediately sold. I so hope word of mouth gets around so that we'll get to some stretch goals...
 
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