Speedydonut
Member
How many incarnations are planned for this game?
How many incarnations are planned for this game?
#TeamAnnie
The machine was already well oiled before this even started haha.
Stupid sexy Zebei
The fact that this didn't blow past the funding goal in 24 hours is kind of wrecking my faith in humanity, tbh
Just backed it at the $60 level. Absolutely loved Skullgirls and I couldn't resist having a physical copy of what is certain to be an excellent game.
Cannot wait!
question for ravidrath: do you know if the team is planning to keep in the skullgirls hitsparks/hitsounds/hitstop? unfortunately i'm really not a fan of that game and that stuff was part of it, haha. it's one of those things that bugs me
this concept + labzero's incredible transparency pretty much guaranteed my backing on this though so it's just one of those things that i hope changes out of preference
Is the crowdfunding being in Indiegogo instead of Kickstarted has anything to do with it?
I for one am not too familiar with Indiegogo.
If I could I'd back it instantly. I'll definitely buy the game at launch.
note: things might have changed on indiegogo, this is just how it was a while back when I looked into it.
Yes, don't spread misinformation please...
The campaign is using fixed funding, so you will 100% certainly get refunded if the goal is not met.
Stuff
I may have been pressing the analog stick to the right/left instead of up/down due to me getting all frenetic. You can disregard my previous comment. Don't want to give incorrect feedback.Yeah, we're working on making it easier to tell who is being attacked. It's a huge improvement from the way it was just days before the prototype was released, but we still need to do more.
Don't think we'll ever do a WAIT mode, but I think I'm going to push for at least an ATB speed setting. The prototype ramps up pretty quickly, and I would expect the final game to be a smoother ramp, too.
And... I don't think Up/Down work for selecting? For exactly the reason you specified. But I could be wrong. Possible it's just kind of confusing because the enemies are spread out in 3D and you have to select them only with left/right, giving the impression it's also moving up/down?
Saw this on Twitter: https://twitter.com/IndivisibleRPG/status/651224987932557312
I haven't backed a game on KS or IGG in a while, but mix and match at the physical tier sounds very generous to me. I might upgrade to the $60 tier with Steam physical and PS4 digital.
Ravidrath: Will there be any supers that are so powerful that they break the bar? I ask that because the fact that the bar is shared between the party reminded me of the Overdrive Bar that is in Riviera: The Promised Land. Also, are there different supers depending on how much it is filled?
Wait, you get digital and physical release at the $60 tier?
Cool, then I will have to up my pledge and just pay for the shipping.No plans for that, but we are planning more super variety.
And there already is some variance in how they perform based on how much meter you use - for example, Razmi's heal will revive fallen party members at level 3.
Might add Up / Down / Neutral super variants, too. Lots of play with.
You do.
I didn't have any issues with the targeting system, but I felt that wall jumps were a little too fast, but that's minor. I'm eager to see how equipment is integrated or if it will be at all and if the battle system goes even further and adds some fighter qcf and srk motions to attacks.
Managed to scrunge together $250 and back this. I just wish indiegogo didn't charge me already though.
I trust LZ on gameplay and visuals, and the music's nice, but who's the writer? Are they gonna hire one?
Will back for sure.
You are charged by IndieGoGo when you pledge, but if the campaign is unsuccessful, your money is refunded to you.
It's not your fault that IGG has this bad rep regarding the necessity of accounts, but it's been cleared up.The prototype looks really good, yet I can't help but feel like if this was on Kickstarter and there was a $15-20 tier for just the digital game this would be doing a lot better.
Personally i'm too lazy to make an indiegogo account and not a fan of this:
Physical copy? I'm innnn, probably. I've heard nothing but good things about Lab Zero, and I love Metroidvanias. Will watch the trailer and probably back the project sometime after work.
The physical copy is an option for PS4 or XB1, right?
Thanks! ^.^
Make this thing happen.
You don't have to register an account do you? I could have sworn I was able to back using my email + PayPal last time I tried one. Besides, if the issue is that gamers aren't used to it, that will never get solved unless competent game projects start dipping their toes in and trying it.
The hurdle, in my eyes, is getting people to put in the money up front. It seems like it could be way more tempting to cancel when there's money that you really already don't have and could get back. Honestly though, I kinda like just getting the payment over with up front, so I don't have to worry about it later.
I am curious about why they went IGG though. Maybe I'll know once I've read through the campaign. <.<
FYI, backing an IndieGoGo even you don't have an account is effortless. All you do is put in your email, then log in to Paypal, and that's it. This is the first IGG I've ever done and it felt almost identical to the KSes I've done.
You don't need an IGG account. Just an email and Paypal
Like I said, literally all you need to do is put in your email and paypal. That's it. No account creation.
You don't need to make an account. I was wary at first as well, until I realized literally all I had to do was type in my email and type in my password to pay with paypal.
You only need a paypal account with IG now, don't even have to create an account - and without reaching their goal the game won't come out.
I want the Giclee print bad. I understand that feeling.Really want that Tapir plush... already in at $100.... hnggg...
Annnnd, in at $175. The plushies, I needz them. (considering going as far as $750 for the digital commission, but will need to look at my moneys to know for sure)So... question.
Let's say we can fix the swapping character thing based on which direction you enter battle from in an hour or two and put a new build up tomorrow.
How would you want the UI to work for this?
Should Ajna always be on the square position in the UI on the left, or should it be on the side she's facing even though her button is locked to the opposite side?
There is always going to be some kind of mismatch if we let people do this, so trying to figure out which works better for people that are struggling with this.
And I don't think we'll ever do GCFs or SRKs, haha. We have fighting game roots, but we want this to still be accessible to RPG players. Sure, there's Sabin's Blitzes, but... yeah.
So... question.
Let's say we can fix the swapping character thing based on which direction you enter battle from in an hour or two and put a new build up tomorrow.
How would you want the UI to work for this?
Annnnd, in at $175. The plushies, I needz them. (considering going as far as $750 for the digital commission, but will need to look at my moneys to know for sure)
Haven't played the prototype as I'm trying to not spoil myself, but I will say that based on some of the comments I've seen, I think it would be best to try and make it more like Valkyrie Profile in terms of how encounters work (characters on right side, each mapped to face buttons, turn-based). Or at least that's what my brain is expecting.
Everywhere I turned that had coverage people still see IGG as 'Studio gets money no matter what'. Ravi is replying to every post on every website until 4am daily to try and rectify this I know it.
Backing wise I was surprised I was able to just give an email -> Paypal and backing took 30 seconds which was nice.
I think the button always corresponding to Anja might be better than her constantly switching location.
Hmm... out of curiosity, why? That seems a bit odd given the encounter construction is a completely separate occurrence from the exploration system (unless I'm totally wrong... maybe I should just play the demo so I'm less confused).And we're not going to be able to make it always on the right, which is why the buttons currently switch depending on which way you're facing.
RIght, but does that mean the UI always corresponds to the button, or to Ajna's position?
I think the button makes the most sense, but I have an easier time with the side-switching than the alternative.
Hmm... out of curiosity, why? That seems a bit odd given the encounter construction is a completely separate occurrence from the exploration system (unless I'm totally wrong... maybe I should just play the demo so I'm less confused).
Also, believe me when I say it's not that I don't want to play it, I TOTALLY want to play it. But, I also don't tend to be a person who avoids alphas and demos of things I'm really looking forward to if I can avoid it. It's one of those things where you want to jump in fresh. It started for me with the Souls series, but has since increased my enjoyment of all games I'm excited about many-fold.
Also tend to not watch videos and other things to avoid spoilers. I guess it's sort of like the excitement of seeing the Grand Canyon or other really symbolic monuments for the first time in-person. There's a really different feeling you get from seeing it in person for the first time, and I feel like the more you're exposed to it the less exciting it is? I dunno, just my feelings, feel free to ignore. ^^;
I was getting my ass kicked by the boss until I figured out Supers. For some reason I completely forgot about them by the time I got to the boss lol.
The combat is very interesting and it clicked once I fought the boss a few times. Awesome prototype![]()
Well, I guess that's a good point. I do play MMOs during some of those feedback phases. I'll give it a shot over the weekend. And thanks for the info about the seamless transitions, that makes sense.Because you fight in the same environment, seamlessly. And it would probably be slow and awkward for all the characters to reposition themselves to fit a single configuration.
And I totally get where you're coming from on the blackout thing, and I do it for most games.
But when the dev is asking for feedback like we are, or an MMO, I do like playing it and watching how things change and improve. But maybe that's just the designer in me.