• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

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

@ new battle video
Oh man and that's just one enemy this is gonna be crazy when multiple enemies try to grab and attack at the same time.
 
I think the circles that appear around the enemy and the targeted characters are cool and more obvious than the quick flash, but I don't think the lines are necessary.
 
Last edited:
Aw, it sucks to have to wait until October now. Timing for everything is going to be really tight. I hope most Backers are keeping up with the news, and won't wait until mid-November to realize they have a Preview code.

The footage is cool though. It's awesome to see the new attacks and mechanics fully functional now. I like that they're still toying around with the interface, and it sounds like they're also updating the sound effects as well.

I think the lines on the attack indicators are neat, but I agree they might be a bit much. Maybe the line indicators should be kept for the Yellow grab attacks only. Visually the lines kind of already look like a rope, so that would make it easier to discern grabs from the other two attack types regardless of color. Grabs are also the only attacks of these three that are timing dependent to defend, so having that extra visual feedback is more important.
 
Oh my, so close to my birthday.

It almost feels like someone cares about me.

I may have said too much.
 
I think lines really help casual players. Maybe L0'll add an option to toggle them off for more challenge. Everybody win this way.

Also Russian localization is always cheeki-breeki =3
 
Maybe L0'll add an option to toggle them off for more challenge
I'd second this idea. The more options the better. i'll admit, I haven't looked at the line thing yet but never know. I may like em but someone else might, or may break some people's immersion of the battle
 
On that subject, I'll just paste what I wrote in the other thread:
The other day I was reading a discussion about games where harder difficulties actually change the mechanics in some way rather than merely increasing numbers or whatnot. The attack indicators shown in today's update got me thinking back to that, since they kinda look like they'll make things a bit too easy to react to. What if hard mode turned them off, so you had to play it like the prototype again?
 
Kind of bummed out that the preview won't be coming anytime soon, but hey that's life.

On the bright side, everything looks to be progressing in the right direction. The battle indicators make things easier to track and the total damage counter is a nice touch. I also really like the lines. I feel that a lot of these elements could use a slight toning down though, cause they seem to distract too much from the other visuals.

Also I didn't notice till someone in the YouTube comments pointed it out, but hey the Skullgirls sound effects have been replaced.
 
Ah, that was a good update video.

And the only thing I'll point out is that when it comes to more options there's always a flipside to that coin. It's better for the player, sure, but that always results in more work for the developer.
 
I'll admit I felt the combo counter seemed a bit huge.

The Dynamic camera's looking great though.

Also I didn't notice till someone in the YouTube comments pointed it out, but hey the Skullgirls sound effects have been replaced.
not to mention more voice lines
 
An important information is that BackerKit upgrades and purchases will be charged on October 2nd, which is a bit sooner than what was said before (31st December 2017 was mentioned off-handedly on Twitter).

Everyone who used it, better make sure you have the appropriate ammount on your bank account on that day.

We don't want to end up with $100k turning into $20k, Kickstarter-Style.
 
An important information is that BackerKit upgrades and purchases will be charged on October 2nd, which is a bit sooner than what was said before (31st December 2017 was mentioned off-handedly on Twitter).

Everyone who used it, better make sure you have the appropriate ammount on your bank account on that day.

We don't want to end up with $100k turning into $20k, Kickstarter-Style.

I've actually made a plan where i have the money, but will be completely broke afterwards.

also, since they're collecting the money on the 2nd, does that mean that funding will stop then and we won't get the multiple endings and the hard core bonus dungeon?
 
I'm sure this sounds arrogant but I really never had a problem defending in the prototype and I even remember Mike making a stream showing off all the different ways enemy attacks were indicated to you, so I find the changes a little overbearing in terms of how much goes on screen whenever an attack occurs. It's probably just me, I'm tired of modern games shoving so much stuff on the HUD at once that at this point I'm just having a bad knee jerk reaction. Watching it a couple more times it looks fine and I'm very excited to get my hands on it. And obviously having different indications for a throw as opposed to a strike attack is important.

Oh my, so close to my birthday.
The current date for release is my daughter's birthday.

It almost feels like someone cares about me.
Anyone who remembers the IGG campaign loves you, seriously.
 
Funnily enough the things I like most are the new sound effects, "fancier" damage numbers and Ajna's new "partially transformed" pallete. Makes her super look better for some reason even though it's just a "Dan" super. And those little retro UI sound effects are just too good.

The hit counter and targeting circles I do concur are a bit gigantic. I think they wanted to start bold and obvious then dial back based on feedback. Some things are easier that way.
 
An important information is that BackerKit upgrades and purchases will be charged on October 2nd, which is a bit sooner than what was said before (31st December 2017 was mentioned off-handedly on Twitter).

Everyone who used it, better make sure you have the appropriate ammount on your bank account on that day.

We don't want to end up with $100k turning into $20k, Kickstarter-Style.

Incorrect!

The BackerKit pre-orders will be charged then, along with the handful of $5 and $15 contributions that upgraded to $30+.

It's roughly half of the total funds that will be charged when we do, and the rest will happen at the end of the year.
 
  • Like
Reactions: Kit Ballard
Incorrect!

The BackerKit pre-orders will be charged then, along with the handful of $5 and $15 contributions that upgraded to $30+.

It's roughly half of the total funds that will be charged when we do, and the rest will happen at the end of the year.

Oh OK. Thanks for that clarification.

So in that case I won't be amongst the ones charged. Good to know.
 
The hit counter and targeting circles I do concur are a bit gigantic
Yeah, the only thing I would say I straight up don't like is how big the hit counter is.
 
I think the lines and circles are fine but I do agree that the hit counter is gigantic.
Also, I'm not sure if it was in the video but after seeing that tweet I'd really prefer just having differently coloured exclamation-marks rather than all the lines and circles. It'd tell you who's being attacked, with what kind of attack, and generally be less cluttered looking?
 
i personally want an option to turn it completely off on hard mode and have it just have the quick red flash. I've gotten used to it and i find it to be more of a challenge to fight monsters and to learn their attacks and to quickly react according to the animations played. Just like a fighting game i guess.

oh well. The rings don't ruin it for me atleast so that's good. just feel like it's a tad too much. maybe take out the arrows, cause it does look like it can cause some clutter on the screen which would never be good.
 
  • Like
Reactions: missingno
So, I made this dumb thing years ago, and with all the Lanshi talk it's suddenly relevant again.

iJs1AOp
iJs1AOp.png
 
What dank-ass timeline is this?
The dimensional intersection of meat-space and temporal curly fries, clearly.
 
  • Like
Reactions: Jutsei
Real talk, that Arby's twitter is great, I'm glad Skullgirls got a shoutout and Lab-Zero returning the favor by getting some delicious seasoned fries and exotic ham sandwiches.
Arby's, they have the meats.

...Seriously though do you guys think there'll be an Arby's reference hidden in Indisible now?
 
do you guys think there'll be an Arby's reference hidden in Indisible now?
I just want Rodney to show up in some fashion.
 
  • Like
Reactions: Jutsei
If Arby's had been thinking ahead, they could have gotten that $20k tier. Full Arby's sidequest with playable Oven Mitt, and "Evil Burger Clown" boss and minions.

Hmm, maybe it's a good thing nobody ever bought that tier.
 
If Arby's had been thinking ahead, they could have gotten that $20k tier. Full Arby's sidequest with playable Oven Mitt, and "Evil Burger Clown" boss and minions.

Hmm, maybe it's a good thing nobody ever bought that tier.
Are you kidding me? Everybody knows disembodied oven mitts are of the devil.
 
OOooh that's... Really cool! I love it! Really getting a weird Blade Runner vibe from all that stuff...
Really, that's impressive... All that stuff, the cipher writing, the restaurant chain mascot... Really makes the whole universe feel alive.
Also i've been waiting to see Mara for a while, hahah, he looks as hideous as i thought *n*

Can't wait to get to explore all that cool stuff!
 
We're finally getting a better look at more of the environment concepts from last year's Sizzle Reel, which is great. Some of the new environment team have been busy working with them for quite a while now, and they've been doing a fantastic job.

I definitely wasn't expecting the geography of Tai Krung to look like that. I love how vertical the city is, and I can't wait to see how they lay it all out on the map. I wonder if we'll be entering the city through some cavernous areas in the valley, or via the bridges and slums in the outskirts? It really looks like a great area to explore.

Also
3zRNcS7.png
 
As I thought. The Modern-day like city is the resident of Naga Rider.
Also we see for the first time Mara. Truth to be told, I am spoiled with the crazry design of Mara in Shin Megami Tensei that don't give me a good impression for this version.
I only hope his daughers have more interesting design.
 
That map is hard for me to wrap my head around. Is it a cross section...? Is there terra-firma to the "back" of the city going deeper inward towards the top, or is everything somehow built on top of eachother? Are those tanks and two guys really really big or just closer to the "point-of-view" than they appear? Ugh, my head hurts.


I'm really impressed with that script, especially if L0 came up with it entirely by themselves. Really reminds me of the faction cyphers in Warframe with how much personality they add to the setting. Makes me wonder if we'll get one or two more scripts for the other notable locales.

As for Mara.... I know he is a parody of "Oriental Mob Boss squatting in his underwear deep in his lair plotting crime" but can't he get better clothes? The Medici's would be ashamed. And it's gonna be really awkward if he's still in his undies during Ajna/Naga's inevitable confrontation with him. Ew. Though I really love how his neon color-scheme matches his city.