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

So it was never a question of if I was going to put money on this, but when. Since Indiegogo takes immediately I was just going to wait to the last day to fund. As a result I haven't been paying a ton of attention to the campaign as it was a foregone conclusion I was going to fund. Which means that I missed this character's reveal:

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Yes yes yes yes YES YES YES.

I have put money down this morning because of this character.

As someone who works with people with mental or physical disabilities something that often gets lost in media such as games or movies is representation of those with disabilities (that aren't autism). About the only ones I can think of are Oracle from Batman (who may or may not have gotten retconned?) and Bentley from Sly Cooper. And even then, both are the same type of disability, someone with a leg handicap who they can make out to be the brains of the operation. In stuff like comics or manga or whatever, people can lose limbs but it's almost never a permanent thing like it is for the people that actually have to have that happen to them. And that's not even getting into the people who were born with something like MS or Cerebral Palsy or Tourette's.

I'm not delusional and I don't expect every game to have representation nor do I expect representation to suddenly be fair and more prominent overnight so I will fully support any attempts at it that get people with disabilities in games. An armless fighter is just the right damn start.
 
The prototype should be hitting Steam early next week, and we're adjusting the Thunderclap to coincide with that.

https://www.thunderclap.it/projects/34635-indivisible-rpg-funding-drive

If you haven't synced up yet, please do!

And if not, please opt out and opt back in so you're synced to the updated message. Not the biggest deal since they all have the hashtag and campaign link, but will make it somewhat more effective.

Thanks!

So, why wasn't this done at the start?

Hell, if not for that extention this would be dead already.
 
So it was never a question of if I was going to put money on this, but when. Since Indiegogo takes immediately I was just going to wait to the last day to fund. As a result I haven't been paying a ton of attention to the campaign as it was a foregone conclusion I was going to fund. Which means that I missed this character's reveal:



Yes yes yes yes YES YES YES.

I have put money down this morning because of this character.

As someone who works with people with mental or physical disabilities something that often gets lost in media such as games or movies is representation of those with disabilities (that aren't autism). About the only ones I can think of are Oracle from Batman (who may or may not have gotten retconned?) and Bentley from Sly Cooper. And even then, both are the same type of disability, someone with a leg handicap who they can make out to be the brains of the operation. In stuff like comics or manga or whatever, people can lose limbs but it's almost never a permanent thing like it is for the people that actually have to have that happen to them. And that's not even getting into the people who were born with something like MS or Cerebral Palsy or Tourette's.

I'm not delusional and I don't expect every game to have representation nor do I expect representation to suddenly be fair and more prominent overnight so I will fully support any attempts at it that get people with disabilities in games. An armless fighter is just the right damn start.
Omg I had no idea she was armless wtf! I've seen her art before and didn't notice. Thought she looked 'different' like she was too slender/ looked long and didn't even notice she had no arms. It's the arms that break up the space between head and torso and I didn't notice it. Well done guys/gals I'm completely blown away. Damn good!
 
That doesn't really help the game which is barely on track to be funded any does it?

The thing is, they had no way to accurately predict whether it will get funded or not. Honestly when I heard about it being launched I was pretty sure they will get enough money in time, with the amount of support received for Skullgirls - turned out I was wrong.
 
The thing is, they had no way to accurately predict whether it will get funded or not. Honestly when I heard about it being launched I was pretty sure they will get enough money in time, with the amount of support received for Skullgirls - turned out I was wrong.

Skullsgirls =! Indivisible

Fighting game vs RPG

and no Waifu/fanservice factor.
 
It is obvious right now. They didn't necessarily know back then it'll pose such a problem. This happens.

Anecdotal reference, but this sort of happened to me in a much smaller scale. I wrote a few ridiculous short stories with some local real people as characters, people liked that, I followed with a few more ridiculous short stories, and it turned out people were primarily interested in me making fun of aforementioned real people. The feeling of realization was terrible.
 
gotta love it when people who don't know what the fuck they're talking about try to tell people in the industry they did something wrong as if they would've done better and as if they know all the work that goes into doing literally anything

what a joke lmao
 
Yeah, retail price will be $30 when it's out.

Good deal! Between this, the accurate costing and transparency, activating the extension ASAP as money continued rolling in, the lack of Shenmue/Bloodstained style tier additions and rolling with Indiegogo, this campaign is gonna be a textbook example of how to leave lots of money on the table by avoiding consumer psychology tricks haha. Props to you guys for Keeping It Real, for real!
 
Good deal! Between this, the accurate costing and transparency, activating the extension ASAP as money continued rolling in, the lack of Shenmue/Bloodstained style tier additions and rolling with Indiegogo, this campaign is gonna be a textbook example of how to leave lots of money on the table by avoiding consumer psychology tricks haha. Props to you guys for Keeping It Real, for real!

...Thanks? I think? Haha.
 
Like Bloodstained, we just had to price the physical release that way.

And it'll have exclusive art, any backer-exclusive extras we do, etc.

My understanding was that the only backer exclusives where the character colors. If there is anything else backer exclusive or backer unique (like alt covers) you should make that much clearer. Might help those would rather just "wait till the game comes out" jump on over. Or am I stupid and I forgot/missed something?
 
At this rate we'll get to see the next incarnation around Wednesday. I personally can't wait for the Scotsman and the Steam Punk girl. The coloring is what I'm most anticipating. A lot of the characters would really fall flat without the added colors. If I were a betting man I'd put my money on Steam Punk girl having red or green hair.

Gonna go all in on her having at least one Jin Saotome reference.
Good deal! Between this, the accurate costing and transparency, activating the extension ASAP as money continued rolling in, the lack of Shenmue/Bloodstained style tier additions and rolling with Indiegogo, this campaign is gonna be a textbook example of how to leave lots of money on the table by avoiding consumer psychology tricks haha. Props to you guys for Keeping It Real, for real!
To be fair charging $30 doesn't seem like leaving money on the table at all. Also, thanks for putting the several thoughts that have been swirling around in my head for the last few days into words... in the most acerbic way possible too. When the clock finally stops anyone who cares to look further will learn even more about crowdfunding than we have from the Skullgirls campaign. That's something to look forward to, I guess.
 
Because it's work, we didn't know if Valve would allow it, and we didn't think that a direct download was really enough extra effort to be a deterrant.
That...That's a worrying statement.

If it was my passion project up there...well, I'd use kickstarter but that's nether here nor there...It'd fire from all god-damned logical cylinders to get this done.
 
That...That's a worrying statement.

If it was my passion project up there...well, I'd use kickstarter but that's nether here nor there...It'd fire from all god-damned logical cylinders to get this done.
They've pretty much been firing all cylinders from the start. Incarnation releases got switched to a $50k interval schedule very early on, they got colored in, we got background enhancing voice shorts, the prototype is on every platform except Xbone (some seriously unprecedented polish and quality for a title two years away). Really, it's more a matter of there being a limit to what a mid size publisher and tiny developer can do. What they've put together is pretty damn impressive to say the least.
 
So it was never a question of if I was going to put money on this, but when. Since Indiegogo takes immediately I was just going to wait to the last day to fund. As a result I haven't been paying a ton of attention to the campaign as it was a foregone conclusion I was going to fund. Which means that I missed this character's reveal:



Yes yes yes yes YES YES YES.

I have put money down this morning because of this character.

As someone who works with people with mental or physical disabilities something that often gets lost in media such as games or movies is representation of those with disabilities (that aren't autism). About the only ones I can think of are Oracle from Batman (who may or may not have gotten retconned?) and Bentley from Sly Cooper. And even then, both are the same type of disability, someone with a leg handicap who they can make out to be the brains of the operation. In stuff like comics or manga or whatever, people can lose limbs but it's almost never a permanent thing like it is for the people that actually have to have that happen to them. And that's not even getting into the people who were born with something like MS or Cerebral Palsy or Tourette's.

I'm not delusional and I don't expect every game to have representation nor do I expect representation to suddenly be fair and more prominent overnight so I will fully support any attempts at it that get people with disabilities in games. An armless fighter is just the right damn start.


While it's only one arm, Baiken from Guilty gear is missing one arm I think. But I do agree with what your saying.
 
To be fair charging $30 doesn't seem like leaving money on the table at all. Also, thanks for putting the several thoughts that have been swirling around in my head for the last few days into words... in the most acerbic way possible too. When the clock finally stops anyone who cares to look further will learn even more about crowdfunding than we have from the Skullgirls campaign. That's something to look forward to, I guess.

I mean, I hate to say it, but it's not exactly learning to know that having a $20 price point, a discount for early supporters, using Kickstarter, asking for less than you need and having stretch goals, etc., are techniques for making more money in crowdfunding. These are all things that crowdfunding campaigns have already discovered. Kickstarter literally tells you to have a $20 price point when you start setting up a campaign.

I'm definitely really hoping this campaign can make it, though. The characters look great and I think the game would be really exciting.
 
I think at the end of the day what hurt the campagain more than anything was the lack of a human element to the pitch video. Just having some voice over of Alex, Mike or Peter explaining that the game doesn't have a chance without being funded and that LabZero will most likely disband if they don't make it probably did more harm than being on IGG or no cheaper Tiers.
 
That...That's a worrying statement.

If it was my passion project up there...well, I'd use kickstarter but that's nether here nor there...It'd fire from all god-damned logical cylinders to get this done.

How much work do you expect them to realistically pump out? They've put together a really pretty, polished prototype, they've managed to get said prototype downloadable off the PS4 store for both NA and EU, and now it's going to go up on Steam. Those last two points are things I've never heard another crowdfunding campaign of even doing.
 
That...That's a worrying statement.

If it was my passion project up there...well, I'd use kickstarter but that's nether here nor there...It'd fire from all god-damned logical cylinders to get this done.

You have 0% knowledge of how hard they are working besides Ravi's updates in this thread.

You're not helping, that's not constructive criticism, to say "do it faster" or "if you don't do it the way I want, then you don't give a shit about the project". Making a game IS work, and they shouldn't have to trouble themselves with a long and resource-heavy task if they do not need to.

They put out a fully-functional prototype with working animation and everything instead of just saying "give us monies, we made Skullgirls" (which they honestly could have done). How is that NOT firing on all cylinders? And exactly what does them not choosing Kickstarter have to do with their dedication to the project? Come on, dude.
 
Did my part. I've been on the fence about it, mainly because it's Indiegogo, but I'm a happy backer at the $75 tier now. The art you've been putting out lately is fantastic.

I can't wait to play this, and I can't wait to hear the complete soundtrack! Cheers guys, and good luck.
 
Hrm, this isn't looking too god, seems to have stalled. Sad to see :/

Frankly even if the game was averaging half of what it currently is daily it would still probably make the goal. The absolute final push is usually the biggest part of a campaign unless it's one of those games that primarily makes it's money at the beginning. The amount now might be a bummer depending on how you feel about stretch goals (though even then that's alleviated by the post-campaign support), but it would have to be some unbelievably bad luck to fall short at this stage. Of course, this is Lab Zero who seem to have fallen under the wrath of a voodoo curse at some point, so I can't count anything out, but I really don't think people should be worried unless with only one day left we're down $250k+ or something.
 
That...That's a worrying statement.

If it was my passion project up there...well, I'd use kickstarter but that's nether here nor there...It'd fire from all god-damned logical cylinders to get this done.

I don't know what to tell you.

We have worked our asses off on this campaign, from the prototype to building the campaign itself. And we put all of this effort in because this is how we would like to be treated as consumers, with something playable instead of a purely marketing-driven exercise, and with honesty.

And running a campaign is a full-time job, too. From the art, the streaming, the social media, the writing, the interviews, the press releases, setting up the crossovers, getting the prototype on PSN, etc. this is a lot of work.

I'm not sure what else you think we could've done, because I'm not sure I can think of a campaign that has more sheer effort behind it than this one. Or has been more transparent and direct about the budget and business behind it. Not to mention that some of those things I mentioned above have never been done before on a crowdfunding campaign. It's a minor miracle that I was able to get the prototype on PSN, and get such an amazing roster of crossover characters.

So, yes, the fact that putting it on Steam is "work" is significant. Because in addition to everything we have to do to support this campaign, we're also finishing up the Vita port of Skullgirls.

No one is getting paid right now, either, so... yeah, that makes the effort my team is putting into this even more heroic and inspiring, At least to me.

But your mileage may vary.
 
~Leilani~



Boisterous and resourceful, Leilani is the polar opposite of her shy and reserved twin sister. Inseparable since birth, the two young priestesses spent each day together, with Leilani assuming the role of protector in times of danger.

When her sister was chosen by their starving village as a sacrifice to the shark god, Leilani did not hesitate. As her sister tearfully protested, she stood, arms skyward, bravely awaiting the jaws of death.

In recognition for her courage, rather than devour her, the shark god instead adopted her. Returned to the material world with a weapon fashioned from his discarded teeth, Leilani is charged with protecting those in need... but barred from ever seeing her sister again, lest the secret be revealed.

Maybe it's just me, but I am getting super Ryuko vibes from Leilani.
 
I had a look over the indiegogo page but didn't see it mentioned, is this getting a retail release or is the physical copy a backer exclusive thing?

I assume it's a full retail release seeing it's being backed by 505 Games, but better to ask now :p

I'll be watching the campaign in its final days and will back it myself if needed though.
 
Previously, I played the prototype twice on PC but did not play to the end.

Downloaded the PS4 version and beat it in 43 minutes. I died on my first try at the boss but on my second attempt, I used only three people to attack and the fourth to heal. Ended the battle with 3/4 of the characters with full health. There were some intense moments when the boss summoned minions.

I can't up my pledge but I did give it a thumb up and rate it in the store.
 
I don't know what to tell you.

We have worked out asses off on this campaign, from the prototype to building the campaign itself. And we put all of this effort in because this is how we would like to be treated as consumers, with something playable instead of a purely marketing-driven exercise, and with honesty.

And running a campaign is a full-time job, too. From the art, the streaming, the social media, the writing, the interviews, the press releases, setting up the crossovers, getting the prototype on PSN, etc. this is a lot of work.

I'm not sure what else you think we could've done, because I'm not sure I can think of a campaign that has more sheer effort behind it than this one. Or has been more transparent and direct about the budget and business behind it. Not to mention that some of those things I mentioned above have never been done before on a crowdfunding campaign. It's a minor miracle that I was able to get the prototype on PSN, and get such an amazing roster of crossover characters.

So, yes, the fact that putting it on Steam is "work" is significant. Because in addition to everything we have to do to support this campaign, we're also finishing up the Vita port of Skullgirls.

No one is getting paid right now, either, so... yeah, that makes the effort my team is putting into this even more heroic and inspiring, At least to me.

But your mileage may vary.

Ravi you guys are working so damn hard already you should just ignore the comments of ignorant people. There will always be people like the guy who posted that extremely stupid and rude comment to you. I applaud you for giving him that much of your time but her doesn't deserve it and won't learn anything from it.

Please know the majority of us support you guys and this is by far the most prepared and put together game KS I have seen yet.
 
Hrm, this isn't looking too god, seems to have stalled. Sad to see :/
About 10k has been coming in for over seven days now. We'll get to 1.2 million before the last day.
Frankly even if the game was averaging half of what it currently is daily it would still probably make the goal. The absolute final push is usually the biggest part of a campaign unless it's one of those games that primarily makes it's money at the beginning. The amount now might be a bummer depending on how you feel about stretch goals (though even then that's alleviated by the post-campaign support), but it would have to be some unbelievably bad luck to fall short at this stage. Of course, this is Lab Zero who seem to have fallen under the wrath of a voodoo curse at some point, so I can't count anything out, but I really don't think people should be worried unless with only one day left we're down $250k+ or something.
This was always going to be the case whether or not we got an extension and that is what will make this campaign one to remember. Indiegogo will crash more on the last day than a shoddy Ubisoft PC port.
 
I'm excited to see if the steam prototype can do something for the campaign and if the next collaboration will inspire some more cash. One or two spikes is all this campaign still needs and steam can go either way. It's possible it will provide a lot of visibility...
 
I had a look over the indiegogo page but didn't see it mentioned, is this getting a retail release or is the physical copy a backer exclusive thing?

I assume it's a full retail release seeing it's being backed by 505 Games, but better to ask now :p

I'll be watching the campaign in its final days and will back it myself if needed though.

Thanks for the question, and I should probably get the tier text updated to make this clearer.

There will be a full retail release, but the one from the campaign will have exclusive box art, etc.

And originally the plan was to put some backer-exclusive extras on there, too, like Bloodstained did. But those were originally envisioned as being things we'd fund through stretch goals, so... I guess we'll see what happens.

Budget permitting, we'll probably try to come up with some other backer-exclusive things to put on there.
 
Give the backers an exclusive epilogue chapter that has an extra boss and incarnation! Non-backers have to buy it as day 1 DLC. Everybody wins!

Was thinking of going full Asura's Wrath, actually - cliffhanger ending, with the real ending being DLC.

Kidding, of course...


Early in the campaign, someone on Twitter asked if Zebei had unlimited ammo, and I joked that, no he doesn't, but you can buy more with microtransactions!

And a lot of people reacted very negatively even though it seemed pretty clear that it was a joke.
 
Was thinking of going full Asura's Wrath, actually - cliffhanger ending, with the real ending being DLC.

Kidding, of course...

It's not the only game to pull that trick. Didn't Price of Persia do the same?

And that microtransaction story, lol. You really do have to be careful about what you say on the Internet, such a reactionary and hot-headed bunch.
 
It's not the only game to pull that trick. Didn't Price of Persia do the same?

Eh, PoP 2008's ending was pretty fine? I thought it resolved itself, and, if anything, the DLC was more epilogue / extra stuff.

Asura's Wrath was a flat-out real ending that was cut out, though. Pretty sure it was specifically because they made the most rentable game ever, and they felt they had to do something, anything to keep people from playing it that way.


And that microtransaction story, lol. You really do have to be careful about what you say on the Internet, such a reactionary and hot-headed bunch.

Yeah, when I made that joke, I wasn't aware of what was going on with another 505 game that had recently turned into quite the PR nightmare for them. Specifically on the subject of microtransactions.

After I found out about that, the reaction made a bit more sense. But it still struck me as highly reactionary, because the tone of the tweet was really jokey.
 
I'm excited to see if the steam prototype can do something for the campaign and if the next collaboration will inspire some more cash. One or two spikes is all this campaign still needs and steam can go either way. It's possible it will provide a lot of visibility...

I hope the Steam prototype and Thunderclap will lead to a nice push.
 
BTW, is the goal of the title to make the main theme of sf4 stuck in my head?

Because whenever I see the thread pop up that's what happens.
 
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