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Indivisible: Lab Zero's Action-RPG! (General Discussion)

To ra ni
 
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I kind of wonder if she has a relationship with Naga Rider.
 
Just a quick little heads up,
I went ahead and extended about 90% of Indivisible's available soundtrack for anyone who wants to
listen to these amazing tracks without having to smash the replay button all the time haha ◠‿◠)

(Giving full credit and linking back to the original of course = w =)

I only have one more song to do at the moment and I should be done by tomorrow ╹‿╹)


Full Playlist:
https://www.youtube.com/playlist?list=PL-848xsMDc6qz2kSRuX-RVhff_HTDUNi0

Edit:
Wait, As it turns out I already did all available song so feel free to
check out the playlist to check out all the extended songs as of my
typing this ╹‿╹)

Keep up the outstanding work Hiroki Kikuta!
Your tracks are so awesome! ◠‿◠)
 
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I think this is a stealth nerf to Razmi lol

I don't really want juggle hangtime. It wasn't that hard to get juggles already. Even if Mike still doesn't want difficulty options (unless a NG+ can do it), I'd like if early enemies have hangtime while later ones fall normally.
 
So, uh, whatever happened to the backer preview on Linux? Is that ever seeing the light of day?
 
The "Enemies Attacking Multiple Targets" section was messy to read. Thought they was meaning all enemies still dash forward, just takes their turns. After watching the video it made more sense and I like how it's handled now.
 
So, uh, whatever happened to the backer preview on Linux? Is that ever seeing the light of day?
Not a linux user but I'd like some info too for a friend.
 
She ignores shields, but she's worse for enemies without shields and doesn't help teammates against shields.

Maybe magic-users will also have the ability to block magic attacks or something.
 
if her magic looking attacks really are considered unblockable, then they're all guard breakers without the meter gain
so with the new attack focus changing, she can guard break a whole group one by one with neutral attack by refocusing in between each hit if you didn't want to do it with her up attack because it was too small or something
 
Unblockables and guard breaks are different
Indivisible said:
Furthermore, unblockable attacks don’t count as guard breaks, thus the enemy will be able to immediately block afterwards.

Technical breaks don't last as long as crush moves either.
 
Wait so grabs don't break guard?
 
Grabs are unblockable, but they do not inflict Guard Break, meaning that afterwards they can still block your next attack.
 
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She ignores shields, but she's worse for enemies without shields and doesn't help teammates against shields.

Maybe magic-users will also have the ability to block magic attacks or something.

She does help your teammates against enemies that can block. Magical attacks still have hitstun, so the rest of your teammates can combo off her attacks. So it's basically a free combo, without needing to do a Technical Break or Guard Crush.

Maybe I should make the bit clearer about "immediately after" and say "immediately after they're out of hitstun."
 
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Ach, actual combos did slip my mind. I never started them with Razmi since extending with her neutral attack is better to get the most out of her actions, but still.

On another note, I started listening to Under Night's soundtrack. Holy hell Raito's amazing, I can't wait to hear what he does for the sfx.
 
Ach, actual combos did slip my mind. I never started them with Razmi since extending with her neutral attack is better to get the most out of her actions, but still.

On another note, I started listening to Under Night's soundtrack. Holy hell Raito's amazing, I can't wait to hear what he does for the sfx.

We're already hearing a bit more of Raito's work in the video. I love the classic crisp noises as much as anyone else, but the guard break sounds are just a little jarring compared to what we have so far. We don't know if they're WIP or not, but I prefer the synth/realistic samples occasionally layered over the classic chippy noises that we got when the Beta first came out. So maybe the sound effects are just awaiting some layer adjustments.

More to the point I LOVE getting this new gameplay information and this news is definitely worth the wait we had between updates. Every change made seems quite thought-out and needed (especially the slowmo). The combat it starting to feel like a real in-depth JRPG battle system, and we're getting closer and closer to seeing the full extent of Mike's gameplay vision at our fingertips (Which, to be perfectly honest, has been the main draw for me from the start). I wonder if he's gonna follow up on that old write-up of ideas that was made at some point early in the campaign.
 
I'm really interested to try the new controls. Doing Ajna and Tungar's launchers with up-attack is going to feel a little weird, but I'm guessing this will help people build muscle memory quicker doing combos with multiple teams. Focus slowdown looks like it might be pretty powerful too.

Hopefully they manage to get this next update out pretty soon. It'd be good to have some new content out before the summer, so there can be some more progress shown well before everyone gets antsy about the release. By late summer people will be looking for release trailers a lot more eagerly than Preview updates, and by post E3, any news about the Preview will collectively shift to a discussion of "So where's the game?" until people's frustrations rise. Timing is definitely crucial this year.
 
^That. Really needed a control revamp. I've been feeling like playing the preview again too.
 
All this time I thought she had no eyebrows lol
Love her
 
I mean that's pretty pretty close to how she looks like on her model sheet. With the wide eyes/sleep deprived look.

razmi_model_sheet_by_indivisiblerpg-day8akt.png
 
Latest dev stream (by Brady this time) gave us a look at the UI for bosses life bars!

aNeKLYG.png

Also sneak peek at how cutscenes and the file select screen will look like
bUf5N2Z.png

Ms3KdhY.png


AayZP6v.png

(the stream itself is archieved on labzero's twitch channel, as usual, you can see how the stuff actually moves for example, 'w' )
 
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no clue if someone already said it but
upload_2018-3-27_19-27-1.png
she lives
and
upload_2018-3-26_19-5-43.png
this
 
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I figured she'd be a good non-combat incarnation if they can't give her battle moves.
 
well she punches so ya looking very combative if you ask me so far
 
I'm glad we have confirmation of her now. I wonder how many characters they still have left to animate though. Seems like they're going to need to get everything into the cleanup phase very soon.
 
I'm digging that new color scheme. Really balances out the warm tones that dominates the cast. I wonder how short she is.
 
I'm digging that new color scheme. Really balances out the warm tones that dominates the cast. I wonder how short she is.

Without the hat, the top of her head would be about even with Ajna's chin.

The front of her hat comes up to about Ajna's eyes.
 
So with the feather, she's taller than Ajna!

...I just want everyone to be taller than Ajna for cute points. :P
 
I'm really in love with her new colors. Helps balancing the color scheme of the cast, plus blue is always good.
And i just LOVE how squishy she looks! Glad she's pretty much the same as her concept art during the campaign. 'w'
 
i'm extremely happy that she got in, and she looks just as good as i was hoping she would. i'm really looking forward to the animations for the shorty punch-girl and murder bird tag team, along side the animations for puppers woof-woof and sand weirdo.

P.S. it seems like kushi is learning the art of combat from chop chop master onion, what next, naga rider getting pulled over for speeding by instructor mooselini, kogi cooking up some amazing dishes alongside cheap cheap, or maybe ginseng and honey investigating sunny funny in their pursuit of complete unrivaled knowledge of botany & herbalism...



hint hint lab zero.
 
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I wasn't that enthused about kushi but that animation shows a personality that I wasn't expecting. She seems like she is going to be fun. PunchGirls FTW.