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

Can't stop playing the prototype since its release, it's amazing with a controller. Will be able to back the project in a couple of weeks.
 
Actually it's even less than that. I'm really worried about this project's prospects now.

I'm thinking in this case they could take the project to Sony or MS, either are fine with games being released on their system+Steam.
 
I'm thinking in this case they could take the project to Sony or MS, either are fine with games being released on their system+Steam.

They already have funding of $2M by 505 Games, so there's no need to go to a big publisher who will demand ownership of the IP anyway.
 
What a day it has been. Game Grumps really helped to boost the funding with a total of $35,069 in 24 hours. It is probably unlikely, but it'd be nice if the new daily base were at least $25k. I haven't watched the video yet, but I'll definitely take care of that and the siliconera Mike Z interview soon too.
 
I'm so glad that this got a nice bump in funding from the Game Grumps' coverage. Now if only there could be some more big Youtubers that could give this a gander and we might see less people worried about this.

Also, question: have the three new incarnations revealed all been ones that are planned to be playable party members in terms of combat and stuff? I know some of the incarnations are just for the hub world, and I was just curious. The cowboy almost certainly looks like he'll be a proper party member and I really hope the falconer is as well.
 
in the text for the campaign it says:

This is a fixed funding campaign, which means Indivisible will only happen if we reach our goal. 505 Games has generously agreed to contribute a further $2 million toward its development only if we reach that goal. So for us here at Lab Zero, your contribution counts for more than double!

so I think this goes against a lot of crowdfunding, in that it is more than just to gauge interest
 
Indiegogo was a mistake. Hope teyes still find ways to make this work.

I do think that this campaign is not getting in front of enough people because I do believe that there is a real audience for this game and seeing how fast some games get funded it's frustrating to not see this game immediately meet its goal.

Has anybody tried to get this game in front of the Kinda Funny guys?...

The game had a brief mention on the the bombcast a couple weeks ago.
 
I can understand why they went with IGG (previous success, lower take) but it has crap discovery compared to kickstarter and there's no good way to up your pledge, so even if they announced incentives to get people to back more, you have to back twice or cancel your backing and then re-back. It's a pain.
 
I can understand why they went with IGG (previous success, lower take) but it has crap discovery compared to kickstarter and there's no good way to up your pledge, so even if they announced incentives to get people to back more, you have to back twice or cancel your backing and then re-back. It's a pain.

I do agree that IGG is a pain when increasing a pledge. Also it's nice that kickstarter doesn't charge until the campaign is over.
 
How are we back on this subject again? If you guys spent as much energy getting the word out as you do decrying the state of the campaign...
 
Also, question: have the three new incarnations revealed all been ones that are planned to be playable party members in terms of combat and stuff? I know some of the incarnations are just for the hub world, and I was just curious. The cowboy almost certainly looks like he'll be a proper party member and I really hope the falconer is as well.

For the time being, we're focusing on releasing playable / battle Incarnations.

If we get towards the end of the funding we'll have more Inner Realm Incarnations to show off.
 
Jim Sterling made a video of the prototype:
https://www.youtube.com/watch?v=uDsgFkqJzbI

Jesse Cox made one too:
https://www.youtube.com/watch?v=iAFhFXSRnDs

Not really familiar with him, but it looks like a lot of people follow/subscribe to his channel.
Those were fun, but their struggles show a need for more instruction on what the characters and meter offer to the player. Slight changes/additions to the prototype like the bits below would help since too many people don't stop to read often enough.
*Making a super label (really basic one) pop up above the iddhi bars when one is filled would remind people they have supers available
*Status markers (simple words) would make Razmi's slow and healing abilities more obvious. A lot of people probably don't know what she does
*A warning for players not to group block with L1 too often to conserve iddhi meter for blocking would be great. People keep bleeding meter with L1.
*A description of a character's top move (when they join) and how to do it would help people figure out meter building moves, supers or status effect moves
Overall they were educational videos. Let's hope the funding keeps going strong for the next 25ish days. The last five days are probably gonna have to be on a whole other level.

Edit: Razmi's healing ability is actually explained after dying to the boss. So much for that. It still might help to have this stuff explained before getting to the boss or dying though.
 
Aaand the new Incarnation is:

CRftxxAUYAAruRK.jpg


His name is Narssus. "Living between life & death thanks to vodou powder, a dark spirit is slowly taking over from within..." to quote the Twitter blurb.

Wasn't sure if I was feeling him at first glance (well, not as much as Kushi), but then I realized that he's straight up a take on a Haitian voudou zombie and that's actually really great.
 
It's not as immediately striking as the other designs, but I do like some of the details - the way the handle of the scythe is wedged into the bones of his forearm, in particular.
 
Aaand the new Incarnation is:

CRftxxAUYAAruRK.jpg


His name is Narssus. "Living between life & death thanks to vodou powder, a dark spirit is slowly taking over from within..." to quote the Twitter blurb.

Wasn't sure if I was feeling him at first glance (well, not as much as Kushi), but then I realized that he's straight up a take on a Haitian voudou zombie and that's actually really great.
Yeeeeeeeeeeep

I love the concept. This is clearly a dude with an extremely dark theme on a level like no other in the game. I bet he'll have a fantastic story reminiscent of Painwheel's.
 
Whoa, a voodoo zombie as an incarnation? That's very neat! These characters continue to be great~!

On a side note, I hope that Narssus has an expressive skull. It's one of my favorite things in animation, when you have a skull with expressive eyeholes.
 
Isn't that facepaint?

It could be, I won't deny that possibility. I will say that I really like the aesthetic of a character where half the skin on their face is missing; it makes it seem like the character has a mask on.

Given the fact that he is a rotting zombie, I'd like to think that he doesn't have any facial skin above his nose. If it is facepaint, then that is also cool.
 
It could be, I won't deny that possibility. I will say that I really like the aesthetic of a character where half the skin on their face is missing; it makes it seem like the character has a mask on.

Given the fact that he is a rotting zombie, I'd like to think that he doesn't have any facial skin above his nose. If it is facepaint, then that is also cool.

I could see it as being his skull but the nose throws me off. Like, why is it the only part of his upper face that didn't rot?
 
I'm leaning towards it being facepaint as well; the aforementioned nose and the general shape of the 'skull' (though that could be stylisation, of course) seem to give that general effect. I hope has some animations that call back to Eliza...
 
Aaand the new Incarnation is:

CRftxxAUYAAruRK.jpg


His name is Narssus. "Living between life & death thanks to vodou powder, a dark spirit is slowly taking over from within..." to quote the Twitter blurb.

Wasn't sure if I was feeling him at first glance (well, not as much as Kushi), but then I realized that he's straight up a take on a Haitian voudou zombie and that's actually really great.

Oh snap, we got a brotha in this joint now! If we can switch characters in and out anytime in this, then he's never leaving my party.
 
Backed on the strength of the OST alone. I'm a Mac user, so I haven't gotten a chance to play the prototype, but I like what I see.

Really hope this crosses the finish line.
 
Notably they are the most hyped about this game, Woolie even goes into details about the mechanics, the characters and the secrets in the prototype.

I'm really impressed at how in depth he played / researched the game here. Having one player know a ton about the game, and the other not is a really nice setup for a video like this.

Secret Baz Incarnation Room when?
 
Turns out I've had an account for a year that I completely forgot about. So much wasted lurking time when I could have been bothering y'all.

Also, here's a video of Mike explaining the 1.5 million cost, etc : https://www.youtube.com/watch?v=vfFq2OcHTJw
I feel that might be worth its own thread on Gaf? It's a pretty big topic that plagues a lot of under funded / estimated crowdfunds.

We're probably going to record a more "official" version of this, so it's not just random Salty chatter.

But the information will probably be mostly the same.
 
It sucks that I've barely seen any news about this project going around. Mentioned here and there on podcast but I haven't found many features articles what's going on? =(

I hope I can chime in at the end of the month. I really want this to happen.
 
Turns out I've had an account for a year that I completely forgot about. So much wasted lurking time when I could have been bothering y'all.

Also, here's a video of Mike explaining the 1.5 million cost, etc : https://www.youtube.com/watch?v=vfFq2OcHTJw
I feel that might be worth its own thread on Gaf? It's a pretty big topic that plagues a lot of under funded / estimated crowdfunds.
Wow, I really appreciate Mike's candor about his frustrations here. I think it'd make for an interesting thread for people to discuss the economics of making a video game. Something that doesn't ever seem to really to get talked about. You'll see people throwing out the big numbers that it took to make some games, like Destiny and GTA IV & V, but never what those big numbers mean. What did it take to get to that $100 million mark? What are the reasons behind these huge figures?

It's a shame Mike Z didn't write this all out since 27 minutes might be too long for most attention spans.

I like Mike's example using the U.S. Federal poverty level and the Super Metroid team (of all things) to explain why $1.5 million in this context is not very much at all. I guess I'll try to sum it up:

  • Mike uses $20,000 a year as baseline and picks Super Metroid because it's an old game (and one he likes).
  • Using the credits of the game, he singles out 23 people as being the core team behind the Super Metroid.
  • So $460,000 to pay the team for 1 year.
  • He continues by saying that Super Metroid was in pre-production/approval for 1 year and then production for 2 more years (he cites wikipedia).
  • So $1,380,000 to pay just those 23 people for three years. At basically poverty levels.
  • So not including devkits, marketing, localization, office space, etc.
  • He then ups the pay to $40k a year as something most Americans can agree on not being completely terrible pay.
  • So $2,760,000 to pay just the team of 23 for three years. Foodstamps avoided.
  • He says thanks to Skullgirls they have a pretty good idea of how many people they'll need to make Indivisble in this timeframe they want, and it'll be more than 23. A lot of art contractors will be needed, says they had something like 70~ contractors for Skullgirls, will need more core staff, etc.
  • He goes on that all that + all the expenses he glosses over, they arrived at $3.5 million if they want to get the game out in two years instead of three since it means upping their staff.
  • $3.5 million is the real budget that they came up with and not inflated just because.
He then goes on to explain why having gotten 505 Games to agree to pitch in the last $2.5 million if the game gets successfully funded doesn't mean they have a publisher that will get the game made no matter what. Afterwards he addresses the "they should be happy they get to work on the game at all" mentality. I'll leave those for someone else to summarize.
 
Looks pretty cool. Did you guys ever think about going with some sort of cellshade shader for the 3d environments?

Cel shading has been talked about, but it's not just a switch you flip.

It's likely more a matter of texturing and lighting. We made a big improvement to the look of the level in the final week leading up to the campaign. Just likely need to push on that more.
 
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