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

Could someone explain the obsession with "Annie"? I don't know who that is and I am unfamiliar with Skullgirls and the fandom. What makes her special or a supposedly fan-favorite?
 
Could someone explain the obsession with "Annie"? I don't know who that is and I am unfamiliar with Skullgirls and the fandom. What makes her special or a supposedly fan-favorite?

All I know is that she's apparently a surly middle-aged woman magically stuck as a little girl and (at least in SG) she was going to have a moveset directly inspired by Sol from Guilty Gear.

I don't get most of the appeal either, but the idea of a little girl acting crabby and swearing at everyone does amuse me a little. I get that more than the love for Minnette.
 
All I know is that she's apparently a surly middle-aged woman magically stuck as a little girl and (at least in SG) she was going to have a moveset directly inspired by Sol from Guilty Gear.

I don't get most of the appeal either, but the idea of a little girl acting crabby and swearing at everyone does amuse me a little. I get that more than the love for Minnette.

Annie can't swear even if she wanted too IIRC?
 
I'm not sure what the problem is. I click that link on the first post, and the page loads for me no problem.

Campaign's got five days left at this point, and if the campaign reaches 900,000 by early Thursday morning, then the campaign will be granted a 20 day extension.

My computer saying it's an insecure site when I went to Indiegogo's main page. You might happen to know how to get rid of that? I'd like to see what the current funds is.
 
Could someone explain the obsession with "Annie"? I don't know who that is and I am unfamiliar with Skullgirls and the fandom. What makes her special or a supposedly fan-favorite?

The biggest reason is probably the ballot, as I think she was just under the cut off. Being moe as hell also helps (but not moe enough to beat out mah boy Beowulf during the Skullgirls fighter ballot :P). She's got a cool colour scheme as well.
 
I keep hearing about Hyper Light Drifter but I still have no idea what it is so I'm glad I'll be able to get a look at the game soon :)

Tenoch
looks......shorter than I thought he would. Like his torso and maybe legs seem shorter than in the campaign video.

Could someone explain the obsession with "Annie"? I don't know who that is and I am unfamiliar with Skullgirls and the fandom. What makes her special or a supposedly fan-favorite?

So here's the long story:

Everybody who now comprises Lab Zero used to work at a place called Reverge Labs. Shortly after they shipped Skullgirls, they were all let go because the publisher of the game, Autumn Games, got tangled up in a lawsuit with KONAMI (*que ominous music* - Konami screwed with Lab Zero on MULTIPLE occasions to say the least, not just here) over an unrelated game that resulted in their assets being temporally frozen. Ergo, they couldn't pay anyone. Even without jobs though, the team reformed as Lab Zero and kept working on Skullgirls out of their own pocket to improve the game and released an updated version of the game later that year.

A few months later, the Evolution Series - or EVO for short - the biggest fighting game tournament in the world, set up a Breast Cancer Research fundraiser. Communities representing different games would donate to Breast Cancer Research in the name of their game and the game's community that raised the most money would get a slot into the EVO tournament. The Smash Bros community won by raising over 90k dollars and Super Smash Brother Melee was added to EVO marking the start of the reintegration of the Smash Bros community with the larger FGC community. The Skullgirls community came in second place by raising over 75k dollars. One thing this proved was that the Skullgirls community was dedicated to their game and willing to put up money to support it, even by proxy.

Coming off the success (relatively) of the Cancer research drive and with the team pretty much out of money and likely to disband to find paying jobs, they turned to crowdfunding. The Skullgirls IGG campaign page can be found here. They expected to only fund maybe one character and thus took pay cuts to try to increase the likelihood of meeting their goal (which they said upfront). The campaign was massively successful and funded 5 characters (plus stages, story modes, etc.). Part of the campaign pitch was that after funding Squigly and Big Band, backers would get to vote on which characters would make it into the game out of a pool of characters that the team/Alex Ahad had designed for the Skullgirls universe. The voting took place over about 6 weeks and the MASSIVE NeoGaf thread on the subject can be found here.

Eliza
and Beowulf won after two rounds of voting. However, Annie garnered a LOT of votes. She came in second in the first vote and third (just a few votes short of second) in the second vote. Even after all this time, she remains a popular character in the Skullgirls community. Probably the most popular one that didn't get voted into the Skullgirls game.For example there were many cries of joy when she guest starred in the the story mode of Beowulf.
 
I'm guessing the deadline for the fan art contest already passed? Oh well, still gonna finish my piece because I think it looks kinda cool.

Also, I tried the prototype again now on my PS4 (EU) and bumped my contribution up to $125 (was planning on doing that anyway, but I wanted to wait for the EU spike).
 
I'm guessing the deadline for the fan art contest already passed? Oh well, still gonna finish my piece because I think it looks kinda cool.

Also, I tried the prototype again now on my PS4 (EU) and bumped my contribution up to $125 (was planning on doing that anyway, but I wanted to wait for the EU spike).

It'll be extended if we are, and that's looking likely.
 
Damn, already almost $850k!?



1. Already have plans for training dummies. Probably will have one in each town, and definitely in your Inner Realm once you can access that.

2. Yeah, we need to do more to communicate what each move does. We were actually going to put some of that information in a Moves List, but reusing the Skullgirls movelist UI to do it wasn't going to work out well. But I think communicating something like AoE / Relative Strength / Recovery Time Speed / Bonus Effects would be good to do in the final game.

Cool. That sounds good. One more thing though. I noticed the longer the the more the special meter builds up. Is that the only thing you plan on doing or is there more? Say a benefit to hits while launched or something. Don't need to tell me exactly what you plan on doing, just wondering if there's more to the comboing system than you had time for in the prototype.
 
What's with the extension I read a few pages back?

If we hit $900k with 72 hours or more remaining in the campaign, we can extend the campaign another 20 days.


Cool. That sounds good. One more thing though. I noticed the longer the the more the special meter builds up. Is that the only thing you plan on doing or is there more? Say a benefit to hits while launched or something. Don't need to tell me exactly what you plan on doing, just wondering if there's more to the comboing system than you had time for in the prototype.

Mike is actually working on a blog post where he'll go over the additional battle mechanics he's thinking about.

There will be stuff like bonuses for juggling, on the ground, etc.
 
I have to admit, I genuinely didn't expect the PS4 demo to be so crucial in generating interest. I always had it in my head that people who backed games were largely on PC.
 
Could someone explain the obsession with "Annie"? I don't know who that is and I am unfamiliar with Skullgirls and the fandom. What makes her special or a supposedly fan-favorite?
Crocodile offers a much more nuanced explanation, but basically Annie is an ancient grizzled war hero trapped in a magical girl's body as a result of a corrupted wish from her parents. She harnesses the power of the cosmos (through her friend Sagan) to fight evil, and she has a children's TV show that basically just reenacts the actual things she does off-camera to save the kingdom on the regular. She rocks.

Also, sword normals.
 
I have to admit, I genuinely didn't expect the PS4 demo to be so crucial in generating interest. I always had it in my head that people who backed games were largely on PC.

Sony had Amplitude as a PS3/4 only project that got funded (even though that thread was filled with people asking for it to come to PC), so there's definitely a nice sized crowd of Playstation players that are familiar with crowdfunding.
 
I have to admit, I genuinely didn't expect the PS4 demo to be so crucial in generating interest. I always had it in my head that people who backed games were largely on PC.

They are, but I think PC gamers are proabably harder to please in general, and less receptive to the kind of gameplay we're going for with Indivisible, JRPGs, etc.

I'd have liked to get the prototype on XB1, too, but indies don't seem to do that well over there, nor do I think that audience as attuned to Japanese-style games.
 
It's been a little while since I looked in on this and I'm happy to see that we might make the $900k goal in time. This is the first game I've ever backed and it's good to see that it might actually see the light of day.
 
I have to admit, I genuinely didn't expect the PS4 demo to be so crucial in generating interest. I always had it in my head that people who backed games were largely on PC.

Well, they probably are, but the thing with having a demo on the PS4 is that it allows something to be exposed to the prototype without necessarily knowing about the campaign. On the PC, if you knew of the prototype, you knew of the indiegogo campaign. On the PS4, someone can discover it by going through recent releases and/or demos, and then be informed that if they want to play more of the game, they can support it on indiegogo right now. When they're informed of that, the player already has an experience that, hopefully, nudges them into supporting the game.
 
Awesome news. Feeling immense relief here, and I can only assume that goes doubly so for the Lab Zero team. I can't imagine how stressful this must be for you guys, hang in there.

I sort of want to write something about this experience, because it's one of the most difficult and gut-wrenching things I've ever had to do.
 
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