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

Holy crap, I was seriously worried this wouldn't make it. This campaign has been a bit of an emotional rollercoaster for me, but now I can tell we gon' do it, guys!
 
A new thread is prob. in order so more people would know about and get interested in pledging, just a thought :X
 
New $900k Incarnation is live!

Lanshi



Lanshi is a dog, which can only mean one thing: reincarnation as an animal, resulting from his ignorant ways in a past life.

Captured as a pup, Lanshi was mercilessly abused by his new owner, who hoped to turn the massive beast into a vicious guard dog. But throughout years of mistreatment, he somehow remained friendly and obedient. Eventually dismissed as useless, Lanshi was abandoned one winter morning to wander the desolate mountains alone. He now lives a lazy life taking frequent naps under the sun, and survives on scraps provided by the adoring townspeople of his new domain, challenged by none.

Of all the questions surrounding him, the most mysterious is how this seemingly docile dog possesses the Vajra, a powerful relic that allows him to conjure and manipulate lightning when threatened. Karma works in mysterious ways - perhaps the artifact is somehow connected to Lanshi's previous misdeeds.

What? What?! You're giving us a fluffy dog companion who I love and hug and take care of forever?!

That's it, I'm doubling my pledge. YOU WIN, FLUFFY DOG MAKING MAN!
 
I would remove the IndieGoGo from the title. It makes it unclear if the name of the game is IndieGoGo or something. Maybe "Indivisible |IGG| Valkyrie Profile/Metroid inspired, PC/Mac/Linux/PS4/XB1, $1.5m"
 
I need to give the prototype another go. I was kinda feeling it until I hit a boss fight and gave up after a few tries. I was rushing though, so I think I'll take my time and see if I can't get a better grip on the combat.
Four keys to beating the boss:
1) Use tiger girl's down attack, which slows attack rates (a LOT).
2) Make sure to use the d-pad to change your target and take out summons.
3) Heal.
4) Block.
 
I would remove the IndieGoGo from the title. It makes it unclear if the name of the game is IndieGoGo or something. Maybe "Indivisible |IGG| Valkyrie Profile/Metroid inspired, PC/Mac/Linux/PS4/XB1, $1.5m"
And don't forget to include the indie guest characters in the OT
 
The heal move is Razmi's special. The more stages on the bar you unlock, the more it heals. Also keep some of the bar in reserve at all times. You need to block at times using all four people at once. Then just take out the extra enemies and keep the boss on the slow debuff (Razmi down attack) and it's pretty straighforward
 
I'm not sure if all that info regarding platform and goal is required in the title. And I'd definitely get rid of IndieGoGo.

I'd make note that this is a last chance extension, that there is a free playable prototype, and include the date of the new deadline.
 
In my case, I didn't even know about the heal move.
Did you beat the boss without it?

The heal move is Razmi's special. The more stages on the bar you unlock, the more it heals. Also keep some of the bar in reserve at all times. You need to block at times using all four people at once. Then just take out the extra enemies and keep the boss on the slow debuff (Razmi down attack) and it's pretty straighforward
Yeah, I'm a bit annoyed by the current special system. It seems like you never want to get to 3 full bars, because it's dangerous to your party. You always want to be using specials between full bars, even if you don't have a reason to use them.
 
Fact; all of the best RPGs have at least one animal as a party member.

To name the popular examples; Persona 3/4, Chrono Trigger, Final Fantasy 6/7, Breath of Fire, and Tales of Vesperia.

Shadow Hearts: Covenant

Did you beat the boss without it?

Nope. I actually just figured the boss was a fun way to say: this is the end of the demo! while demonstrating some additional mechanics like minion summoning.
 
Well, while I only backed at $60 tier, I am happy to see this receive an extension from IGG.

I will just say it again, I adore the dark-skinned southeast asian female lead that dress appropriately in this game.
 
Yeah, I'm a bit annoyed by the current special system. It seems like you never want to get to 3 full bars, because it's dangerous to your party. You always want to be using specials between full bars, even if you don't have a reason to use them.

Well it's still in prototype and they're bound to tinker with it and find what works best. Saying that it wasn't ideal but there were ways around it. Using supers, even 3 full bars, was fine. The timing was say the important part.

Say you have a full 2 Bars ready. All the characters (except maybe Razmi) have their ATB full. you could do a few hits, get your full 3 Bar Super meter, use it, and then carry on using your remaining attacks on the ATB for each character to get yourself back to above one Bar. That way you can use your super's offensively and still have reserve for blocking and/or healing if need be
 
Well it's still in prototype and they're bound to tinker with it and find what works best. Saying that it wasn't ideal but there were ways around it. Using supers, even 3 full bars, was fine. The timing was say the important part.

Say you have a full 2 Bars ready. All the characters (except maybe Razmi) have their ATB full. you could do a few hits, get your full 3 Bar Super meter, use it, and then carry on using your remaining attacks on the ATB for each character to get yourself back to above one Bar. That was you can use your super's offensively and still have reserve for blocking and/or healing if need be

Something I realized. Indivisible isn't turned based like Valkyrie Profile is, with the ATB constantly going up that means any character can actively attack as long as they have one gauge to do an action at all times.

This makes Indivisible more of an action RPG compared Valkyrie Profile since even special moves and healing are tied to the special gauge and ATB at all times and there really isn't a menu you pull up that puts a stop to the action.

Wouldn't this make Indivisible the first full party based Action RPG without AI control ever? I mean as opposed to Action RPGs that have a full party but you only control one character at a time such as Tales, Star Ocean, or even KH. In the case for Indivisible you have full control over your team at any point rather than needing to manually change who you currently control.
 
Well it's still in prototype and they're bound to tinker with it and find what works best. Saying that it wasn't ideal but there were ways around it. Using supers, even 3 full bars, was fine. The timing was say the important part.

Say you have a full 2 Bars ready. All the characters (except maybe Razmi) have their ATB full. you could do a few hits, get your full 3 Bar Super meter, use it, and then carry on using your remaining attacks on the ATB for each character to get yourself back to above one Bar. That way you can use your super's offensively and still have reserve for blocking and/or healing if need be
Yeah, it's just not my preferred system. I'm aware the game is in prototype - I'm just giving constructive feedback for the game as it moves forward. I have total confidence in this team - they make amazing games.

Shadow Hearts: Covenant



Nope. I actually just figured the boss was a fun way to say: this is the end of the demo! while demonstrating some additional mechanics like minion summoning.
Ah. I figured he was unbeatable otherwise.
 
They had to get 900K before 72 hours of the campaign ending to qualify for an extension

Thankfully they managed to reach it with only 4 days left to spare.

It's not like they intentionally made 20 days of the campaign hidden until the last minute. A prerequisite was required to qualify for it.

I didn't mean to sound snarky back there, I'm glad that they managed to get an extension for this as I'm positive the game will be great once/if it gets done.
 
So what more can be done to keep up the pace? The demo has already been released on NA and EU PSN, and they dropped the cross-over character bomb. What else will help them keep pushing?
 
So what more can be done to keep up the pace? The demo has already been released on NA and EU PSN, and they dropped the cross-over character bomb. What else will help them keep pushing?

I can't think of much outside of more streams and AMAs. Hopefully websites will be willing to cover the game over the next few weeks. Lab Zero does seem to have stretch goals (and are open to having some way people can continue to contribute if funding is reached so that we can aim for those stretch goals past the IGG campaign), I think announcing those might stir some more interest.

Fan art contests? *shrug*
 
So what more can be done to keep up the pace? The demo has already been released on NA and EU PSN, and they dropped the cross-over character bomb. What else will help them keep pushing?

They've still got to reveal the designs for the other crossover characters, so that'll help get some hype going. And the EU prototype hasn't been out for too long, so there's probably a lot of people that haven't tried it yet. Just gotta keep getting the word out so more people try that prototype. Plus, hopefully a few websites will report on the extension to keep it in the news.
 
At this point, momentum is an independent woman who don' need nomanthing else to be honest. It's slowing down and speeding up on its own.


925K.
 
Played and completed the prototype. Boss took me a few tries as this is my first experience with this type of game and I'm sure I don't have the nuances of the combat system down, but I really liked what I played. :)

Gorgeous too.
 
The article is stating that 505 Games are the ones that made the decision to allow the extension happening. Not sure if that's quite right.

Pretty sure that's incorrect. The extension mechanism is just a feature of Indie Go Go itself. As far as I know, 505 have nothing to do with running the crowdfunding campaign...?
 
WOW at the momentum this is getting. Feeling more and more optimistic about our chances here. Closing in on 1 million!
Yeah, still going strong. Today's the third best day of the campaign

pAQ2wcF.png
 
Finally got around to backing a couple days ago. In for $125. After playing the prototype, I've never wanted a crowdfund to succeed so bad in my life. WE CAN DO THIS WOOOO
 
Question: for the digital copy reward, do I get to choose the platform it's on? How does that work?

Imagine it'd be something where they send out a survey during development asking people what platform they want it on, and they'll be sent the code for it on release.

Also past 930k now, so that keeps up ahead of the average needed for the day.
 
Don't be like that. Most crowdfunded games don't even get a demo at all. And if they do then it certainly doesn't come to consoles. They only had enough money to put the demo on one system. I am guessing PS4 was the choice due to a higher userbase, a better business relationship with Sony after Skullgirls, and Microsoft's tougher policies.

Its because the engine itself didn't require a port to PS4 because they've done that bit with porting Skullgirls 2nd Encore to PS4. Since 2nd Encore isnt on XB1, they'd be starting from scratch trying to get the engine running up to speed.
 
Feels good to refresh the campaign page and always see new backers. Now I'm just thinking about what perk to upgrade to.

Yesterday's stream was really cool and I'm hoping there's more coming. Just let Mike Z play any game and talk about it. I always learn something new.
 
Top Bottom