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

Has there been any word on WayForward and Shantae? I know only a couple have mentioned this and it may be a long shot, but it might help give Indivisible some boost to have some cross-promotion. Maybe it's pointless, but I sent them a message on KS about it (maybe I should have emailed their corporate contact). I feel like she would fit well with this game.
 
Has there been any word on WayForward and Shantae? I know only a couple have mentioned this and it may be a long shot, but it might help give Indivisible some boost to have some cross-promotion. Maybe it's pointless, but I sent them a message on KS about it (maybe I should have emailed their corporate contact). I feel like she would fit well with this game.

Even if they worked out other deals, I don't think they're going to reveal anymore from what I know, right? (Correct me if not so)

I know Ravi implied that they may have a few more things bubbling unseen.
 
Has there been any word on WayForward and Shantae? I know only a couple have mentioned this and it may be a long shot, but it might help give Indivisible some boost to have some cross-promotion. Maybe it's pointless, but I sent them a message on KS about it (maybe I should have emailed their corporate contact). I feel like she would fit well with this game.

Ravi said that they have talked to WayForward. *shrugs*
 
Might make for some good update material

Edit: Well, then maybe some details about the mythological basis for the monsters and how they might act in game?

I'm assuming this is some kind of Hebrew golem, right?
3sDjzjB.png

Due to the symbols on the face?
Emet.jpg

The original golem legend was Hebrew

https://en.wikipedia.org/wiki/Golem

If I'm not mistaken, that word/symbols is 'emet' and roughly translates as "truth."
 
Does anyone have a link to the stream where they talk about their budget? I'm having trouble convincing some people that it's reasonable. I'm sure this kind of ignorance is frustrating for Lab Zero.
 
Can someone tell me the name of the games those characters are from?
This was already answered, but I figured it's nice to have all the characters and their games shown together:

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(Except Lea obviously. I'm guessing she's the same height as Ajna or shorter, but I don't want to guess)

Does anyone have a link to the stream where they talk about their budget? I'm having trouble convincing some people that it's reasonable. I'm sure this kind of ignorance is frustrating for Lab Zero.
https://www.youtube.com/watch?v=vfFq2OcHTJw
 
Does anyone have a link to the stream where they talk about their budget? I'm having trouble convincing some people that it's reasonable. I'm sure this kind of ignorance is frustrating for Lab Zero.

Eh, Mike's "rant" is informative, but a lot of people don't know how to process his tone. And think he's attacking other crowdfunding campaigns when he's just trying to communicate his frustration with a lot of the assumptions people make based on other campaigns.


Anyway, our budget is based on the industry "back of the napkin" math of $10,000/man-month. That doesn't mean everyone makes $120k a year, because it also covers rent, utilities, internet, benefits, equipment, legal costs, etc. - basically the total cost of employing someone from salary to overhead.

The average burn rate for professional developers, BTW, is now creeping closer to $15k/man-month, and some studios go into the $20k-25k range. So while I understand that this probably sounds like a lot of money to people, we're still actually on the low end of game budgets.

We estimate that we need to grow the studio to around 18 people, and the total project is estimated to take 2 years. The only reason we can get it as low as $3.5M is because for the first 6-9 months we'll be doing pre-production, making tools, replacing the UI code, etc. with mostly the current staff before we ramp up hiring. If we didn't account for staffing up, pre-production, etc. that would put the total budget at over $4.3M.

On top of that, none of the core staff are going to be paid industry average salaries for our roles or experience. They're real salaries, but on the low end of things, especially for how hard we work and our experience. But we also need to be able to support competitive salaries for the new hires.

For example, my salary will be about what I should be making as a designer with 5 or more years of experience. But I'm the CEO, and have 15 years of industry experience.

I mean, I would also point out the fact that we have a publisher?

Publishers are not exactly known for being generous when it comes to game budgets, and they think this budget is a reasonable one for the game we're trying to make. 505 has been great, but there's no reason they would pay more, like... just because?

I mean, I know this is the internet and everyone thinks they know everything, but... really. If any gamer thinks they know more about game budgeting than an actual publisher, I don't really know what to tell them.

...Well, except that they don't, of course.
 
I think a lot of people are expecting LZ to treat the game as a "passion project". While it's clear they very much want to make the game, they're also professionals and deserve decent wages.

This post on Gamasutra is a great read. It describes what it's like to work on a game (Shovel Knight) without the appropriate budget and it's not pretty.

We did that with Skullgirls, and we're all pretty much financially ruined because of it. We overdelivered at great personal financial cost to everyone on the team, and we can't afford to do that any more.

And we are very passionate about Indivisible, but passion doesn't pay rent or put food in our mouths.
 
I think a lot of people are expecting LZ to treat the game as a "passion project". While it's clear they very much want to make the game, they're also professionals and deserve decent wages.

That mindset is the most annoying thing. What other profession is constantly asked to forego fair wages in favour of passion?

If someone walked into my office and asked me to take his case for below average fees because passion, I'd tell him to go fuck himself. With passion.
 
I think a lot of people are expecting LZ to treat the game as a "passion project". While it's clear they very much want to make the game, they're also professionals and deserve decent wages.

This post on Gamasutra is a great read. It describes what it's like to work on a game (Shovel Knight) without the appropriate budget and it's not pretty.
Reading that makes me very happy that Shovel Knight is like everywhere nowadays. Their hard work and sacrifice paid off in the end
 
So Indivisible has prompted me to finally sit down and play Valkyrie Profile. Am I fine with my PSP copy of Lenneth, or should I try and track down a used copy of the PS1 version?
 
Anyway, our budget is based on the industry "back of the napkin" math of $10,000/man-month. That doesn't mean everyone makes $120k a year, because it also covers rent, utilities, internet, benefits, equipment, legal costs, etc. - basically the total cost of employing someone from salary to overhead.

The average burn rate for professional developers, BTW, is now creeping closer to $15k/man-month, and some studios go into the $20k-25k range. So while I understand that this probably sounds like a lot of money to people, we're still actually on the low end of game budgets.

Interesting. So, are you saying that the salaries in the industry are increasing, or is it just fringe employee expenses that are rising?
 
We did that with Skullgirls, and we're all pretty much financially ruined because of it. We overdelivered at great personal financial cost to everyone on the team, and we can't afford to do that any more.

And we are very passionate about Indivisible, but passion doesn't pay rent or put food in our mouths.

Sent you a pm.
 
I've only seen three Indivisible threads. This one, the indie guest characters thread, and the extension thread. Compare that to how many threads get made on Metal Gear Solid 5 and Fallout 4...I think we'll be fine.


I too think that the topic of Indivisible's cast is a topic worth bringing up as it's own topic. Just wait until that interview that Ravidrath will have, and then make the thread.

I feel like there have been 4 or 5 Driveclub threads just in the past week, and that game had probably 20 or 30 different threads around its release, it's ridiculous.
 
So conflicted about this game. I love everything about the demo but the battle system. Had the same problem with valkyrie profile. It refuses to click with me:( Will probably throw money at it anyway because it just screams quality and deserves to be made.
 
Anyone having issues login in on indiegogo?

Wanted to donate but it says my password is invalid, I hit remember password and it says email not found, use same email to sign up and it says email is taken.........lolwut?

Also that charles barkley mix......glorious!

EDIT: it let me reset now, weird.
 
Eh, Mike's "rant" is informative, but a lot of people don't know how to process his tone. And think he's attacking other crowdfunding campaigns when he's just trying to communicate his frustration with a lot of the assumptions people make based on other campaigns.


Anyway, our budget is based on the industry "back of the napkin" math of $10,000/man-month. That doesn't mean everyone makes $120k a year, because it also covers rent, utilities, internet, benefits, equipment, legal costs, etc. - basically the total cost of employing someone from salary to overhead.

The average burn rate for professional developers, BTW, is now creeping closer to $15k/man-month, and some studios go into the $20k-25k range. So while I understand that this probably sounds like a lot of money to people, we're still actually on the low end of game budgets.

We estimate that we need to grow the studio to around 18 people, and the total project is estimated to take 2 years. The only reason we can get it as low as $3.5M is because for the first 6-9 months we'll be doing pre-production, making tools, replacing the UI code, etc. with mostly the current staff before we ramp up hiring. If we didn't account for staffing up, pre-production, etc. that would put the total budget at over $4.3M.

On top of that, none of the core staff are going to be paid industry average salaries for our roles or experience. They're real salaries, but on the low end of things, especially for how hard we work and our experience. But we also need to be able to support competitive salaries for the new hires.

For example, my salary will be about what I should be making as a designer with 5 or more years of experience. But I'm the CEO, and have 15 years of industry experience.

I mean, I would also point out the fact that we have a publisher?

Publishers are not exactly known for being generous when it comes to game budgets, and they think this budget is a reasonable one for the game we're trying to make. 505 has been great, but there's no reason they would pay more, like... just because?

I mean, I know this is the internet and everyone thinks they know everything, but... really. If any gamer thinks they know more about game budgeting than an actual publisher, I don't really know what to tell them.

...Well, except that they don't, of course.

Oh wow this also really helpful. Thank you, and for what it's worth I think we all appreciate the substantial effort you guys have made to be as transparent as possible and keeping in touch with the community.
 
Yay! @IndivisibleRPG posted the Lea size comparison.

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No one cares about Annie, so we can move on with our lives now.
Shouldn't Shovel Knight be a little shorter? In the game he always appears shorter than every enemy (except Shadow Knight), including his love interest Shield Knight who all tower above him. It's weird to see him relatively tall and buff here since I would've assumed he'd be at most as tall as the MC if not shorter.

Thoughts?
 
Shouldn't Shovel Knight be a little shorter? In the game he always appears shorter than every enemy (except Shadow Knight), including his love interest Shield Knight who all tower above him. It's weird to see him relatively tall and buff here since I would've assumed he'd be at most as tall as the MC if not shorter.

Thoughts?

Horns aside, he is shorter than Ajna.

Also, Yacht Club signed off on his design and his size.
 
So conflicted about this game. I love everything about the demo but the battle system. Had the same problem with valkyrie profile. It refuses to click with me:( Will probably throw money at it anyway because it just screams quality and deserves to be made.
It gets better on repeat sessions. There are lots of things like move cooldown, meter/action bar management, individual blocking and character specific mechanics that take several games to master. The battle system seemed fast until I played it a second time and meter management was the easiest thing in the world until 5th or so game (when I finally reached the secret boss that killed me 7 times).

Tungar and Zebei are pretty straight forward, but Ajna and Razmi give you quite a bit more room to experiment.
Yay! @IndivisibleRPG posted the Lea size comparison.

index.php


No one cares about Annie, so we can move on with our lives now.
xjMcJhg.png


Can I get some pepper to go with that salt? lawd
 
Well after playing the prototype, had to do my part. Great soundtrack, awesome animation and character design, really cool Valkyrie style battle system, and a focus on myths that we'd only see in an SMT game or maybe the odd obscure japanese action title.
 
So I was playing the demo again, and for the life of me, I can't quite figure out Zebei's role. The way I play, I use Tungar for reliable AOE damage, Ajna for high single target damage and Razmi for her healing and slow. Zebei however seems to do less damage than Ajna and doesn't hit groups as well as Tungar.
 
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