Indivisible Gameplay Discussion

Discussion in 'Indivisible' started by Aden, Oct 5, 2015.

  1. Aden

    Aden Beep Boop Meow

    Steam:
    AdenPhoenix
    PSN:
    AdenPhoenix13
    Painwheel
    Cerebella
    Big Band
    The fact the Kursarigama is used for swinging in exploration is awesome.
     
  2. Squire Grooktook

    Squire Grooktook The wind blew all day long

    Location:
    The nexus of the universe
    Steam:
    Squire Grooktook
    PSN:
    Groucho2
    XBL:
    SquireGrooktook
    Ms. Fortune
    Filia
    Unknown
    First impression from playing the prototype for about 2 hours or so:

    It strikes me as a really nice blending of reflex/manual execution, and traditional rpg resource management.

    What I mean by that, is that there's a heavy action element in execution (combos) and reflexes (blocking), but at the same time you can't react/ninja your way through everything like you could in, say, Mario and Luigi series, where you can completely evade all damage. Chip damage will get you eventually if you don't play your cards right (or you'll run out of meter to block with).

    The resource management strikes me as pretty well done and deep. The fact that both offense and defense comes out of Idhi makes you really think twice about how you use it, and on top of that you have "time" as a resource too with the real time turn taking.

    I don't quite understand the combo system fully, but I like that there's a lot to learn as you progress. It does feel like a fighting game in that regard.

    All in all, I think it captures the dungeon crawl/resource management feel while being very fast paced and forcing you to think quickly on your feet, not to mention using manual skill.
     
    Last edited: Oct 5, 2015
    Taneisha Jane and KaboomKid like this.
  3. d3v

    d3v Active Member

    Peacock
    Fukua
    Filia
    Anyone come up with optimal combo paths and sequences for building meter, especially for the boss fight?
     
  4. MysteriousJ

    MysteriousJ No.1 Skullgirls player in Idaho

    Location:
    NW OR / Boise ID
    Double
    Filia
    Eliza
  5. Vadsamoht

    Vadsamoht Well-Known Member Administrator

    Steam:
    Vadsamoht
    Ms. Fortune
    Robo Fortune
    d3v likes this.
  6. MysteriousJ

    MysteriousJ No.1 Skullgirls player in Idaho

    Location:
    NW OR / Boise ID
    Double
    Filia
    Eliza
    I'd like to just keep the next two years of discussion of the complete game separate from the prototype. e.g. discussion of combo optimization in the prototype would go in the prototype thread, and discussion of how combos could work in the future would go in this thread.
     
    Vadsamoht likes this.
  7. Dio Brando

    Dio Brando ZA WARUDO

    Location:
    Egypt
    Steam:
    Dio Brando [ZA WARUDO]
    Squigly
    Eliza
    Big Band
    I loved the gameplay, fast and straight to the point, i like how there is a combo mechanic, dealing fast and consecutive damage to the enemy makes taking multiple enemies all the more satisfaying, i'm still having trouble with guarding but that's because my reflexes are a bit dull, i end up guarding with the whole party more than once, killing my bar, i also sometimes get the buttons mixed up and end up accidently using attacks i didn't wanna use, all in all, the gameplay is amazingly done.
     
  8. Meow-Professor

    Meow-Professor Getting back into the swing of things Beginner Mod

    Steam:
    Meow-Professor
    PSN:
    Meow-Professor
    Filia
    Cerebella
    Squigly
    Just finished the prototype. Really love it so far.

    Platforming/movement feels really smooth and nice. Not much to say here.

    Really like the battle system. I love the idea of having multiple attacks each with different properties that can combo in different ways. I love the Iddhi system; you need to manage it to make sure you have enough for both damage and blocking, which is very interesting.
    Honestly, and this is just opinion, I don't like the real time turns. I prefer to sit down and think about my next move, but the fact that I'm being timed I don't really enjoy. Another thing I dislike as a result of this is that you don't know when your opponent is going to attack, so you won't really notice the quick red flash indicating who is going to be hit. It also makes it a bit difficult to switch which enemy you're going to be attacking, since there is a time limit and every second counts.
    This doesn't mean I don't like the element of reaction in blocking, though.
     
  9. d3v

    d3v Active Member

    Peacock
    Fukua
    Filia
    IMO, some other visual indicator of who's gonna be attacked might help. Like, instead of just a red flash, make the red glow more like the IPS state in Skullgirls.
     
  10. Dio Brando

    Dio Brando ZA WARUDO

    Location:
    Egypt
    Steam:
    Dio Brando [ZA WARUDO]
    Squigly
    Eliza
    Big Band
    It's actually easy to tell when you're under attack, the hard part is telling who you have to block with, specially when you fight the boss.
     
  11. Meow-Professor

    Meow-Professor Getting back into the swing of things Beginner Mod

    Steam:
    Meow-Professor
    PSN:
    Meow-Professor
    Filia
    Cerebella
    Squigly
    I mention that later in the sentence, that the fact that you don't know when you're going to be attacked means it can be difficult to know who to block with.
     
  12. Vadsamoht

    Vadsamoht Well-Known Member Administrator

    Steam:
    Vadsamoht
    Ms. Fortune
    Robo Fortune
    I've also had an enemy do an attack on the rear member of the party that also hits the front member, but only the rear member flashes red. However it's very possible that there's some animation cue in the way that the enemy moves that I've missed or some such.
     
  13. Dio Brando

    Dio Brando ZA WARUDO

    Location:
    Egypt
    Steam:
    Dio Brando [ZA WARUDO]
    Squigly
    Eliza
    Big Band
    i was just re-inforcing your statement.

    Has happened to me too, multiple times during the boss battle.

    Another thing i noticed within the gameplay is that it is actually possible to miss attacks if you push the enemy around too much, i'm not too sure how to feel about that.
     
  14. Lex

    Lex Skill pending

    Location:
    Scotland, UK
    Steam:
    Lex
    PSN:
    Ilexyellowdog
    Valentine
    Filia
    Double
    I think there's plenty of indication atm, not only do you have the red flash but you also have the time most enemies are walking up to you which usually provides a decent indication of who is going to get attacked.

    Only thing I find iffy about blocking currently is that it is rather awkward to block as both Ajna and Razmi for attacks that just hit them. This is however just because I'm using a controller though and there's likely little that can be done about it.
     
  15. Dio Brando

    Dio Brando ZA WARUDO

    Location:
    Egypt
    Steam:
    Dio Brando [ZA WARUDO]
    Squigly
    Eliza
    Big Band
    [​IMG]

    Has this happened to somebody else? i feel it's a rather funny bug (or it could be intentional, i don't know), what happened here was that the hairy enemy used it's drill attack on Ajna, launching her onto that platform, she was unable to get down, and the slug-like enemies couldnt hit her, no matter what i tried i couldn't attack with Ajna or get her down so Zebei had to finish the battle, i wonder if Zebei can still attack if trapped up there too, probably yeah since he doesn't need to be close to the enemy to attack it.
     
    Cas Chronon likes this.
  16. Kyugetsuki

    Kyugetsuki aspiring game dev-ish~

    Location:
    Vancouver, B.C
    Steam:
    Kyugetsuki
    Painwheel
    Unknown
    Unknown
    I'm sure it's intentional for attacks to miss if the enemy is too far out of position. Because there are attacks that pull them back.

    Being repositioned by the enemies attack is which kind of disables the character happens yeah...
     
  17. Cellsai

    Cellsai BEEP BOOP BAN Art Moderator

    Location:
    Japan
    Valentine
    Cerebella
    Was playing again tonight and I was really trying to pay attention to stuff that surprised me, or was unintuitive.
    One thing that got me was keeping track of Ajna's health. I'd often just look down and be all, "Oh wow, she's almost dead." Since she's the most important member of the party, it's kinda odd that I was surprised by it as much as I was.

    Maybe some minor HUD change further down the road to highlight her health bar compared to everyone else would be good? Color her section of the HUD in silver instead of gold or something.
    It might also help with people who are confused by the buttons swapping sides for Razmi and Ajna. It'd always be clear at least what button Ajna is on.

    Show Spoiler
    Blah blah blah, get good, stop letting Ajna's health get so low, etc
    Let's move past how bad I am at the prototype :P
     
    Last edited: Oct 6, 2015
  18. infected melon

    infected melon Earth, Fire, Wind, Watermelon

    Location:
    Germany
    Steam:
    infmelon
    Valentine
    Valentine
    Valentine
    So what exactly triggers Ajnas other healing super? I don't think I really understand it
     
  19. TheGamaniac

    TheGamaniac Well-Known Member

    Unknown
    Big Band
    Fukua
    Fighting with her hands instead of her axe. It's that simple.
     
  20. Shadowfury333

    Shadowfury333 Active Member

    Location:
    Vancouver, BC
    Steam:
    Shadowfury333
    Fukua
    I like that, since it is a very obvious indicator that mashing the attacks isn't the best option to take. I don't know if there are changes to damage values or meter building if you hit with multiple characters at once instead of hitting sequentially, but even if that is the case it isn't an obvious problem with mashing, while missing attacks is.
     
  21. Lex

    Lex Skill pending

    Location:
    Scotland, UK
    Steam:
    Lex
    PSN:
    Ilexyellowdog
    Valentine
    Filia
    Double
    Is there currently a system that lowers the benefit - whether it is the meter gain or the cooldown - of an attack if you use that attack a lot (or might something similar be implemented)?
     
  22. Kawalorn

    Kawalorn Aka Oni

    Location:
    Poland, Warsaw
    Steam:
    Kawalorn
    Valentine
    Ms. Fortune
    Currently using the strongest and AoE attacks many times in one turn will make your bar fill slower for the next one.

    Other than that there is no special penalty for repearting same attacks.
     
  23. Squire Grooktook

    Squire Grooktook The wind blew all day long

    Location:
    The nexus of the universe
    Steam:
    Squire Grooktook
    PSN:
    Groucho2
    XBL:
    SquireGrooktook
    Ms. Fortune
    Filia
    Unknown
    Okay, so I was going to rep this game to some people, but I just wanted to ask a few questions first:

    -What are all the benefits of doing combos, vs just using characters moves individually and not "chaining" things?

    -As I understand it, some attacks build more meter, some delay the enemy turn, and some cause you to recover your next action faster. Is this true (I know the first one is)?
     
  24. CatfishZealot

    CatfishZealot The Lemon Merchant

    Steam:
    CatfishZealot
    Painwheel
    Ms. Fortune
    Squigly
    The the fact that the combat buttons switch still annoys me though, but that's just me. Otherwise, I like everything else, especially some of the subtler aspects/ mechanics.
     
    Last edited: Oct 6, 2015
  25. Sotherius

    Sotherius Pure Platinum!

    Steam:
    sotherius
    XBL:
    Sotherius
    Unknown
    Unknown
    Unknown
    if you do longer combos you gain more iddhi, it seems
     
  26. Squire Grooktook

    Squire Grooktook The wind blew all day long

    Location:
    The nexus of the universe
    Steam:
    Squire Grooktook
    PSN:
    Groucho2
    XBL:
    SquireGrooktook
    Ms. Fortune
    Filia
    Unknown
    Yeah, that's what I thought. Are there any other benefits?
     
  27. Mike_Z

    Mike_Z Defender of the Night Lab Zero

    Location:
    Los Angeles, CA
    Steam:
    labzero_mike
    PSN:
    MikeZWasTaken
    Cerebella
    Big Band
    Peacock
    Not in the prototype, no. In the final game, yes.

    [edit]
    It does save you quite a bit of time, and allow the enemy not to build action bar (in case you mess up your timing doing everyone separately).

    [edit edit]
    People seem to forget that it's a prototype a lot. It's NOT a demo.
     
  28. TheGamaniac

    TheGamaniac Well-Known Member

    Unknown
    Big Band
    Fukua
    Do enemies gain ATB when not in hitstun but before the green flash of positions being reset? Like punting an enemy with Ajna+Tungar then trying to time a full down-attack shotgun from Zebei as they're moving back to start. Does that technically count as a combo for metergain? Doesn't feel like either of these are the case but I figure I'd ask anyways for clarification.
     
  29. Squire Grooktook

    Squire Grooktook The wind blew all day long

    Location:
    The nexus of the universe
    Steam:
    Squire Grooktook
    PSN:
    Groucho2
    XBL:
    SquireGrooktook
    Ms. Fortune
    Filia
    Unknown
    Yeah, was just curious. I feel like there's a lot of depth and things to learn and master in the game already (a good sign of course), so I don't want to skimp on any important details that I might be missing.
     
  30. Mike_Z

    Mike_Z Defender of the Night Lab Zero

    Location:
    Los Angeles, CA
    Steam:
    labzero_mike
    PSN:
    MikeZWasTaken
    Cerebella
    Big Band
    Peacock
    Neither of those is true, no. Enemies only gain meter when you do, so you can see it pretty easily.
     
  31. Mike_Z

    Mike_Z Defender of the Night Lab Zero

    Location:
    Los Angeles, CA
    Steam:
    labzero_mike
    PSN:
    MikeZWasTaken
    Cerebella
    Big Band
    Peacock
    I guess I don't really consider those important details, since they'll change and the meter is enough.
     
  32. Cellsai

    Cellsai BEEP BOOP BAN Art Moderator

    Location:
    Japan
    Valentine
    Cerebella
    Small feedback obviously not going to be changed in the prototype, but I spend virtually all of the battles staring fixedly on my ATB gauges, and not the fights. It's kind of a shame that all this cool stuff is happening up there and I only look up very occasionally to check if an enemy dropped out of a juggle or not, or to select targets.

    EDIT: If you don't want this kind of feedback on the Prototype, please say so!
     
  33. Kai

    Kai Go Home And Be A Family Man! Beowulf

    Location:
    Chicago, IL
    Steam:
    Kai
    PSN:
    Night_Phyre
    Parasoul
    Cerebella
    Big Band
    I didn't even think about the side switching button issue. It just made sense as it is, to me.
     
    Mr Peck likes this.
  34. TheGamaniac

    TheGamaniac Well-Known Member

    Unknown
    Big Band
    Fukua
    Another combo question I havn't fully been able to figure out yet: What about enemies being knocked down? Does them rising count as not being in a combo? Does them hitting and laying on the floor not count, thus meaning you should keep a juggle rolling once you actually start it if the victim is a light enough target?
     
  35. Ryin

    Ryin Active Member

    Steam:
    /ryin77
    Valentine
    Parasoul
    Eliza
    I'm really glad we got an option to lock the battle command buttons, but it's the opposite of what I expected it to be. The main issue I had with battle buttons came from the fact I spend exploration sections hitting B2 to swing the axe around with Ajna and then suddenly she's B4 in battle. Can we have an option to have her on B2?

    Also: I gotta agree with Cellsai with the health things. I also either spend the entire battle staring at the ATB bars or I just don't notice Ajna's health at all.

    But damn, the combat feels good. I'm very excited about the game.
     
    Last edited: Oct 7, 2015
  36. ArgonBern

    ArgonBern Dhar is love, Dhar is life.

    Beowulf
    Valentine
    Will characters get more combos a la VP in the final game or be like they are now? I mean like

    Pressing neutral attackx3 does attack1a>attack2a>attack3a
    and up attackx3 does attack1b>attack2b>attack3b
    Etcetera
     
  37. Kit Ballard

    Kit Ballard Well-Known Member

    Location:
    Murfreesboro, TN
    Steam:
    Ӄit ßallarɖ
    PSN:
    K1tBallard
    XBL:
    Kit Ba11ard
    Ms. Fortune
    Valentine
    This game has me spoiled on wall jumping. Trying to pull off some wall jumps on this Mario stage and I keep botching it, since you have to hug the wall where as in Indivisible you just need to be close enough.
     
  38. Sotherius

    Sotherius Pure Platinum!

    Steam:
    sotherius
    XBL:
    Sotherius
    Unknown
    Unknown
    Unknown
    is like trying to walljump in metroid zero mission after walljumping in megaman X, in one you basically mash, in the other, it is kinda difficult. =P
     
  39. Kit Ballard

    Kit Ballard Well-Known Member

    Location:
    Murfreesboro, TN
    Steam:
    Ӄit ßallarɖ
    PSN:
    K1tBallard
    XBL:
    Kit Ba11ard
    Ms. Fortune
    Valentine
    Indivisible you don't even need to hold a direction XD She'll keep jumping as long as you hit the button XD What's got me spoiled
     
  40. Sotherius

    Sotherius Pure Platinum!

    Steam:
    sotherius
    XBL:
    Sotherius
    Unknown
    Unknown
    Unknown
    Yeah, it is very smooth.

    When i was trying to get out of the pit, i noticed that at least the first few steps, you just need to jump from the right place at the wall and press the buttons fast enough.
     

Share This Page

Facebook:

Users Viewing Thread (Users: 0, Guests: 0)