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

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.

Write a post-mortem once the campaign is over and the development is funded. I'm definitely interested in reading all about it.
 
It would be really emotional, so I'm actually not sure how it would go over.

But I definitely feel like people should get a sense of the human cost of all this, how you feel when see negative comments, etc.

Something less professional and more personal.
 
...how you feel when see negative comments, etc.

I love....literally...everything about this project.

And
8hmS0D0.gif
 
It would be really emotional, so I'm actually not sure how it would go over.

But I definitely feel like people should get a sense of the human cost of all this, how you feel when see negative comments, etc.

Something less professional and more personal.

sounds like an interesting read and I am sure a lot of us would enjoy seeing your side of things.

we also appreciate you constantly responding to stuff in here.

best I can say to you is no matter how well made or well liked something is there will always be at least one person who dislikes it. it's just how it is, so don't let the negative comments get to you to much.
 
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.

I think it would be useful both for helping to humanise what the development process can be and the stresses involved if there is the uncertainty of success (Yacht Club Games breaking down how what they'd raised on kickstarter honestly did not go far enough is one of the more enlightening insights on game development I've seen), but also maybe as... not strictly a guide, but a cautionary tale for any developers wanting to be similarly ambitious, and the things that they will seriously need to consider - and what options they might take - in order to better their chances of success.
 
It would be really emotional, so I'm actually not sure how it would go over.

But I definitely feel like people should get a sense of the human cost of all this, how you feel when see negative comments, etc.

Something less professional and more personal.
I think that would make it an even more interesting and necessary post-mortem. So many crowdfunding post-mortems only focus on the do's and don'ts, the technical side of it

Few delve into the stress and effort of running a campaign

I'd love to read about your experience

I think it would be useful both for helping to humanise what the development process can be and the stresses involved if there is the uncertainty of success (Yacht Club Games breaking down how what they'd raised on kickstarter honestly did not go far enough is one of the more enlightening insights on game development I've seen), but also maybe as... not strictly a guide, but a cautionary tale for any developers wanting to be similarly ambitious, and the things that they will seriously need to consider - and what options they might take - in order to better their chances of success.
Got a link to Yacht Club's post mortem?
 
Here's today's crossover reveal, The Drifter from Hyper Light Drifter!
MikeZ will be playing it on stream today around 3:00 PM PT, so be sure to tune in then!

http://twitch.tv/labzero
He looks as fantastic as I expected. Can't wait to put his sword and gun attacks to good use.
Edit: And we're at 870k. I think making 900k before tomorrow ends is a definite.
It hasn't even been 12 hours since we passed Skullgirls' IGG numbers to boot. I hope the boost continues for the next couple of days. We'd be in a great place if we can get over a million dollars before the extension is revealed.
 
Just had a call with IGG to discuss the extension, so we're planning around that now.

This is so awesome, and I'm super happy for you guys. I hope IGG gives you the opportunity to amend your tiers and stuff after the extension. I think that will help keep momentum going.
 
Keep in mind that just because we're starting to plan for it doesn't mean it'll happen.

I mean, I certainly think it looks likely right now, since we're 30 hours from the deadline with less than $30k to go. But we still need to hit that.

I think the big question we all have is... will all the momentum die after the extension, or will it keep up?

We're sort of in uncharted territory here, so no one really knows what to expect.
 
Honestly the whole campaign seems to be uncharted territory. I've never seen a game with such a slow start hit such a large goal, or maintain consistent momentum like this one. The fact that the goal is even feasible after such a disappointing start is noteworthy, imo.
 
New Incarnation!

Nuna


The third daughter of the chieftain of the Wakinyan, Nuna shares her sisters' gift - the ability to commune with nature. Drawing on the blessing of the Deohako, she can attune herself to all kinds of vegetation, encouraging them to grow and blossom. But she is young, and does not yet know the full extent of her abilities.

Together, the three sisters provide their tribe with an almost unending bounty. Recently, they have begun to share their surplus with neighboring tribes, hoping to form a Tribal Union and bring an end to the long years of relative isolation.

Being the youngest daughter and her father's obvious favorite, many in the tribe feel that she must venture away from his coddling to truly grow and mature. Though she doesn't flinch at hunting animals, the thought of hurting other people upsets her, and a future leader cannot ignore the reality of violence. Understandably reluctant to leave, Nuna is nonetheless excited to share her gift with others and experience more of the world and its flora.
 
My fiance played through the prototype today and he enjoyed it and I've been very interested despite not having played it yet (I don't really like to play demos- I like to wait for the full thing :p)- we just put our pledge in! We could only do $30 right now, which isn't much in the grand scheme of things, but he was talking about possibly uping our pledge once we get paid. Hopefully we can put more in because we want to see this happen!
 
Good to see the momentum picking up on this. I unfortunately can't add anything until my next paycheck but if the extension clears I'm going to throw in another $30. So far everything I've backed has gotten funded and it would be heartbreaking was the one that didn't make it.
 
Keep in mind that just because we're starting to plan for it doesn't mean it'll happen.

I mean, I certainly think it looks likely right now, since we're 30 hours from the deadline with less than $30k to go. But we still need to hit that.

I think the big question we all have is... will all the momentum die after the extension, or will it keep up?

We're sort of in uncharted territory here, so no one really knows what to expect.

I do think the proximity of the (extension) deadline is helping you here, and I do expect the rate of donations to drop noticeably once the extension is granted. We're all going to have to hustle super-hard over the following fortnight to get the campaign to a position where the goal is in sight in order to attract the deadline crowd again.

Then again, this campaign has been breaking all the rules with regards to the rate of funding, so who knows?
 
I plan on downloading the PS4 demo and playing it this weekend. I'll probably back the game no matter what, because I <3 the Skullgirls team. You are all good people.

I do have one request, though, Ravidrath:
I think that all games should have some kind of spontaneous defensive action available. Skullgirls has pushblocking, Smash has DI, and most action games have dodging. Valkyrie Profile had nothing - you just had to watch your characters get hit.

Furthermore, the entire D-pad isn't needed when playing Valkyrie Profile. I forget; maybe it had some use, but it wasn't a necessary use. In the name of fighting game history, and good game design in general, I would ADORE it if MikeZ made each D-pad button a parry input. However, in a game like this, parrying might seem too strong - negating all of a monster's damage whenever it attacks seems like a big deal. Here are some ways to make parrying "fair":
-Give parrying a 10 second input cooldown, so it can't be mashed.
-Give parries a generous input window; maybe 10-15 active frames.
-Give enemies feint animations to bait your parry before they attack.
-Give enemies multi-hit attacks where they jump from party member to party member, slashing away and forcing the player to react quickly.
-Multi-hit attacks have to be parried on the first hit, and every subsequent hit, to be negated.
-Give enemies mix-up attacks where they do something like throw a fireball, and then teleport behind you; which one do you need to parry first?
-Some enemies could have charge-up attacks, like a laser-esque attack, that comes out quickly after the charge. As the player, you are constantly watching for the laser to fire (few startup frames) while parrying other attacks from other enemies.

A little hitstop during the parry would be ideal to aid timing against multi-hit attacks.

As a lifelong RPG fan, the biggest reason I have stopped playing them is the lack of skill required. I'm too old to love grinding for XP and upgrades - it's just tiresome, and my full-time life can't handle it. Parrying would mean any level party could take on any opponent in the game if you were properly skilled, and would also open up replay options for dedicated fans (level 1 runs, etc. - make sure this is possible!).

If you would just pass the idea along to MikeZ, I would really appreciate it. One of the reasons I am eternally a fan of you guys is your willingness to listen to fans. You have respect for the community that supports you, and I appreciate it. Even if he isn't big on the parry idea (which would be a shame!), maybe he'll be willing to consider defensive actions tied to D-pad inputs so combat is more fast-paced and varied on the defensive side.

Here's to hoping a D&D-style Rakshasa is present in some fashion:
 
Oh wow, the day turned over on CrowdCharts, and yesterday was a huge spike. It was actually the second best day of the entire campaign, beating day 2!
 
Honestly the whole campaign seems to be uncharted territory. I've never seen a game with such a slow start hit such a large goal, or maintain consistent momentum like this one. The fact that the goal is even feasible after such a disappointing start is noteworthy, imo.

its cause were FILLED WITH DETERMINATION
 
The game caught my attention with the trailer, visuals and character design looks amazing. Just tried the beta on PS4 and within 20 mins I sorta lost all interest in the game, I was just mashing buttons to end the fights quickly and it was working, still ended up turning it off because it just felt like a drag to play. I guess the game simply doesn't click with me if that's the gameplay style they are going for.
 
Hey um, pardon for sounding like a noob but when you donate are you allowed to up your pledge amount later? I'll probably put in $5 now, and if my friends can chip in I'll donate more to the cause in their name.

Is it possible, or will I have to put in separate donations or something?
 
Honestly the whole campaign seems to be uncharted territory. I've never seen a game with such a slow start hit such a large goal, or maintain consistent momentum like this one. The fact that the goal is even feasible after such a disappointing start is noteworthy, imo.

Yeah, like I said before... if we can pull this off, it could be one for the history books. Because this campaign seems to be kinda breaking all the rules.

Of course, if we succeed, it's because of all of you. The way the community has come together to get the word out and support the campaign has been nothing short of inspiring.


Hey um, pardon for sounding like a noob but when you donate are you allowed to up your pledge amount later? I'll probably put in $5 now, and if my friends can chip in I'll donate more to the cause in their name.

Is it possible, or will I have to put in separate donations or something?

Yeah, you can.

Under your account, go to My Contributions, Upgrade Perk, and it should take care of it from there!
 
New Incarnation!

Nuna



The third daughter of the chieftain of the Wakinyan, Nuna shares her sisters' gift - the ability to commune with nature. Drawing on the blessing of the Deohako, she can attune herself to all kinds of vegetation, encouraging them to grow and blossom. But she is young, and does not yet know the full extent of her abilities.

Together, the three sisters provide their tribe with an almost unending bounty. Recently, they have begun to share their surplus with neighboring tribes, hoping to form a Tribal Union and bring an end to the long years of relative isolation.

Being the youngest daughter and her father's obvious favorite, many in the tribe feel that she must venture away from his coddling to truly grow and mature. Though she doesn't flinch at hunting animals, the thought of hurting other people upsets her, and a future leader cannot ignore the reality of violence. Understandably reluctant to leave, Nuna is nonetheless excited to share her gift with others and experience more of the world and its flora.
She looks great, but who drew her? She looks notably different in terms of style than the rest of the roster.

Love her power, too. Nature stuff rocks.
 
Initially I backed this because I liked the concept and I loved the Secret of Mana soundtrack. I gave the prototype a go before work this morning and now I'll be quite distraught if it doesn't make it. Going to upgrade to a higher tier tonight, just don't know which!
 
Best of the luck with the extension Ravi =)

Me and some friends are keeping watch everyday at the IGG page, haha. Breaking 800k made us celebrate.
 
......I love Nuna!!! Just to be clear all the shown characters are the ones that can be used for battle correct?

Edit: mvm found out, on my own. :)
 
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.

I'd be fascinated to read it and I think it would be an educating read for a lot of people. I'd just be careful because I feel those who already don't like you (for legit or non-legit reasons) would probably use it to fan their flames. Those might be the sort of people you ignore anyway though.

Keep in mind that just because we're starting to plan for it doesn't mean it'll happen.

I mean, I certainly think it looks likely right now, since we're 30 hours from the deadline with less than $30k to go. But we still need to hit that.

I think the big question we all have is... will all the momentum die after the extension, or will it keep up?

We're sort of in uncharted territory here, so no one really knows what to expect.

Yeah that's a bit of a concern. People could get lazy and complacent due to an extension though we would still be 600k short. I hope people don't get stupid and realize we still have to push to make this game real.

Honestly the whole campaign seems to be uncharted territory. I've never seen a game with such a slow start hit such a large goal, or maintain consistent momentum like this one. The fact that the goal is even feasible after such a disappointing start is noteworthy, imo.

I think exposure was one of the campaigns biggest issues. As I said before, when the IGG was able to grab headlines (big Youtubers, PSN Prototype, Guest Characters, etc.) donations shot up. I also think that for crowdfunding projects to pull in the BIG BUCKS they normally need big hooks (nostalgia, "fuck the man", etc.) that just weren't here (nor could they be). The campaign is being "rescued" by two things:

A) The goodwill Lab Zero has earned with their hard work which has lead to a very loyal fanbase willing to put in effort to try to promote the campaign and a large number of other developers who respect them and their work enough to both give them shoutouts and loan them character.

B) The sheer quality of the prototype which has been crucial in turning heads and convincing people to pledge.
 
Honestly the whole campaign seems to be uncharted territory. I've never seen a game with such a slow start hit such a large goal, or maintain consistent momentum like this one. The fact that the goal is even feasible after such a disappointing start is noteworthy, imo.

The only one I can think of that comes close is Amplitude, and that had a better first day and was primarily saved not by legs but by a monster back end (more than half the money in the campaign came from the last 5 days).
 
That is one majestic llama we've got coming up at $900k.
Yeah that's a bit of a concern. People could get lazy and complacent due to an extension though we would still be 600k short. I hope people don't get stupid and realize we still have to push to make this game real.
They could get complacent? They definitely will. I just hope the last pushers don't find out until after they've contributed. I'd like to see us past a million dollars before they find out and start holding their dollars again.
I plan on downloading the PS4 demo and playing it this weekend. I'll probably back the game no matter what, because I <3 the Skullgirls team. You are all good people.

As a lifelong RPG fan, the biggest reason I have stopped playing them is the lack of skill required. I'm too old to love grinding for XP and upgrades - it's just tiresome, and my full-time life can't handle it. Parrying would mean any level party could take on any opponent in the game if you were properly skilled, and would also open up replay options for dedicated fans (level 1 runs, etc. - make sure this is possible!).

If you would just pass the idea along to MikeZ, I would really appreciate it. One of the reasons I am eternally a fan of you guys is your willingness to listen to fans. You have respect for the community that supports you, and I appreciate it. Even if he isn't big on the parry idea (which would be a shame!), maybe he'll be willing to consider defensive actions tied to D-pad inputs so combat is more fast-paced and varied on the defensive side.

Here's to hoping a D&D-style Rakshasa is present in some fashion:
Prepare for an asskicking. James Chen struggled with it for three hours. It was a compelling stream full of all the feels. It was also a treat seeing someone broken down and rebuilt repeatedly until all the mechanics (except Razmi's slow effect which he never got) and timing clicked. This game wacks you on the hand like a nun for not paying attention.
 
The momentum will definitely take a hit after the extension, but at the same time I think crossing a million will do a whole lot for convincing anyone still on the fence. 500k becomes a lot less scary with that much money already banked. I think it'll work out.
 
It would be really emotional, so I'm actually not sure how it would go over.

But I definitely feel like people should get a sense of the human cost of all this, how you feel when see negative comments, etc.

Something less professional and more personal.
That actually sounds like an absolutely interesting read.
 
Keep in mind that just because we're starting to plan for it doesn't mean it'll happen.

I mean, I certainly think it looks likely right now, since we're 30 hours from the deadline with less than $30k to go. But we still need to hit that.

I think the big question we all have is... will all the momentum die after the extension, or will it keep up?

We're sort of in uncharted territory here, so no one really knows what to expect.

I figure we have the end of a project momentum going right now, if you get 20 more days levels will likely drop quite a bit for a while, but still give people who care more time to get more money, and towards the end of the extension numbers will pick back up quite a bit.

my current estimates have this project ending at about 1.2 mil without the extension, and leaving it at a decent chance for success with it. but I am by no means an expert, this is just guesses based of previous trends of projects though this one is goofy in it's own right given the drops in the middle where not as big as they should have been compared to the start, though that likely just goes to show your efforts to get this game out there have been working.
 
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