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

As someone mentioned previously, the animations on Ajna look very complete/nice. I love that animation when she swings her axe into the wall to hold onto it.
The more I see her, the more I like her design.
 
This kinda reminds me Super Metroid and some of the platforming sections of the game actually reminds me of Mighty Morphin Power Rangers (SNES), seems smooth from what i'm seeing, good job, the animation looks nice for each character, seeing this kind of paths, my mind was instantly thinking in "This game is going to feature secret paths", like again, in Super Metroid.

But i have a question, is her axe the ONLY weapon she can hold in the game? (I mean, no swords, lances, or anything like it), because, while her character fits with the axe she is holding, i would be eager to see if she can hold different weapons, or sub weapons, like a Bow with Arrows, Bombs, and the player has to use them to solve different puzzles, like in Legend of Zelda.

P.D: Also, the way she is falling, funnily enough, reminds me of Momohime from Muramasa: The Demon Blade and Earthworm Jim.
 
Will the game have bottomless pits?
Nope, we are aiming for no instant-death pits and no areas you don't want to go into. You should never be AFRAID to jump down somewhere and see what there is. Curiousity should be rewarded! Super Metroid gives us that goal.

But i have a question, is her axe the ONLY weapon she can hold in the game?
The Indivisible blog post that everyone is discussing said:
We’re planning to give Ajna five weapons total, all of which will have multiple uses as you explore the game world. In the prototype, Ajna will just find the Axe in the temple she’s exploring, but in the full game she’ll will gain weapons by fusing with Incarnations proficient in those weapons, which in turn let her manifest them herself.
I didn't want to know that you don't read information we take time to write up, that's really sad to find out. I hope you start doing more reading soon, it would help you ask questions that are less annoying. :^)

Probably should wait till its available but screw having patience. I saw that other hallway at 0:53 and figured that you could climb down the wall using the axe. Would you be able to just drop from your position on the wall and move right instead of having to jump up and then fall?
Yes, you can drop with Down + let go of the button. And you can walljump immediately.

and that's perfectly okay
I appreciate the rest of your post, but I am not sure why you felt the need to say that. :^P

Indivisible is also not about dying on 90% of surfaces. :^)
 
Nope, we are aiming for no instant-death pits and no areas you don't want to go into. You should never be AFRAID to jump down somewhere and see what there is. Curiousity should be rewarded! Super Metroid gives us that goal.



I didn't want to know that you don't read information we take time to write up, that's really sad to find out. I hope you start doing more reading soon, it would help you ask questions that are less annoying. :^)


Yes, you can drop with Down + let go of the button. And you can walljump immediately.


I appreciate the rest of your post, but I am not sure why you felt the need to say that. :^P

Indivisible is also not about dying on 90% of surfaces. :^)

Sorry, i was in a hurry and therefore i didn't remembered that, cool thing, i hope that each incarnation has interaction with the platforming segments, like, one incarnation can fly, the other one can destroy certain walls,etc Sorry if that information appeared in any blog post, game is looking good ;)
 
Will we have to bring up the small menu to switch weapons in the final game or will there be a quicker way to do it, or even cycling through them (like in Super Metroid)?
 
Will we have to bring up the small menu to switch weapons in the final game or will there be a quicker way to do it, or even cycling through them (like in Super Metroid)?
The menu only stays up when you are holding down the Weapon Switch button, you can literally switch in 1 frame.
Cycling is slower, to get from #2 to #5, than this.
 
The menu only stays up when you are holding down the Weapon Switch button, you can literally switch in 1 frame.
Cycling is slower, to get from #2 to #5, than this.

Oh ok. And one more thing. Does bringing up that menu pause the game?
 
I appreciate the rest of your post, but I am not sure why you felt the need to say that. :^P

Indivisible is also not about dying on 90% of surfaces. :^)

Thanks! I've seen some people go a bit overboard guessing Indivisible will be like other games they really enjoy, and wanted to avoid doing that. I suspected the point would be made that "Yes, such-and-such mechanic happens in Meat Boy and Mega Man, but Indivisible isn't either of those," and was agreeing with it.
 
Yeah, the sound of a metal axe colliding with a stone wall is supposed to sound gentle and soothing.
 
We’re planning to give Ajna five weapons total, all of which will have multiple uses as you explore the game world. In the prototype, Ajna will just find the Axe in the temple she’s exploring, but in the full game she’ll will gain weapons by fusing with Incarnations proficient in those weapons, which in turn let her manifest them herself.

Fusing with Zebei to shoot arrows into a wall to make a ladder confirmed?
I like to think i always go for the least farfeched theory.
 
Maybe this is an odd complaint, but,
does the lack of momentum on landing bother anyone else?

I dunno, maybe it's purely for aesthetic reasons, but I feel like there should be some sliding after jumping from a wall onto ground, but she just kinda stops.
 
If you say so :0

I thought it was probably inconsequential but people were complaining about reusing sound effects so I figured I might as well bring it up.
 
Curiousity should be rewarded! Super Metroid gives us that goal.
This is easily one of the best things you have said about this project.
 
If you say so :0

I thought it was probably inconsequential but people were complaining about reusing sound effects so I figured I might as well bring it up.
Nah, I sooooorta agree, but landing and not stopping also feels weird, and that trumps how it looks.
 
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Nah, I sooooorta agree, but landing and not stopping also feels weird, and that trumps how it looks.
You seem to really like Super Metroid, i wonder if the dungeons in this game are gonna be based on that game (I know it has inspiration from VP & SM, i have read that, but, it left me wondering) but i wonder if those kind of dungeons will have special story items, like the Key you need to pass through a giant door or something, and to obtain that key you must solve a 2d platformer puzzle.
 
You seem to really like Super Metroid
You seem to
like Super Metroid
supermiketroid.png
 
Well, it looks like the video's already getting a couple of those "You should have made it look more finished before showing it in an unfinished state" comments. Ohh internet.

Day 2 though, so that's a good sign. Maybe the "Looks like a generic indie platformer" guy won't show up 'till next week. I always hope he has something better to do on the weekends.
 
Well, it looks like the video's already getting a couple of those "You should have made it look more finished before showing it in an unfinished state" comments. Ohh internet.
Everybody knows you need to finish a game before asking for money to finish it.
 
Well, it looks like the video's already getting a couple of those "You should have made it look more finished before showing it in an unfinished state" comments. Ohh internet.
On the plus side, we showed it with the level off, so it'll be a LOT more finished when it actually gets put up for real.

Now on to camera research in the form of Super Metroid runs...
 
Please-to-be-so-kind as to explain what sliding would do that's not just a worse version of that (aside from helping your nostalgia for MMX, that is). :^P

Could help to make more challenging and fun platforming sections.

Also, thank you for the "Axe in the wall" thing. Reminds me of my most favourite platforming action ever, which was "Dagger in the wall" from Prince of Persia The Two Thrones.

So hype.
 
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On the plus side, we showed it with the level off, so it'll be a LOT more finished when it actually gets put up for real.

Now on to camera research in the form of Super Metroid runs...

May i ask what kind of programs you're using to create the levels?, i'm interested to experiment a little.
 
But if you can hang from the wall it doesn't do anything new?

Do you mean it like that we can choose between sliding and not sliding? Cause I was going out of assumption that it's either only being able to hang indifinetly or sliding down after some time.

If you are talking about having both, then Guacamelee had that and it allowed for some nice platforming including both things.

Like this here:

 
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Everybody knows you need to finish a game before asking for money to finish it.

Steam

Early

Access
 
Also, is it going to be referencing pop-culture a lot a-la Skullgirls?
 
Also, is it going to be referencing pop-culture a lot a-la Skullgirls?
Nah.

Do you mean it like that we can choose between sliding and not sliding? Cause I was going out of assumption that it's either only being able to hang indifinetly or sliding down after some time.
If you are talking about having both, then Guacamelee had that and it allowed for some nice platforming including both things.
That's doable exactly the same way if you can hang and drop and re-hang, though. Which she can. So, again, I ask, what does sliding actually bring to the table...?
 
Nah.


That's doable exactly the same way if you can hang and drop and re-hang, though. Which she can. So, again, I ask, what does sliding actually bring to the table...?

That it looks cool :D

They see me sliding ♪, They hating ♫
 
Nah.


That's doable exactly the same way if you can hang and drop and re-hang, though. Which she can. So, again, I ask, what does sliding actually bring to the table...?

Guess you got me there. Seems in this scenario it simply makes it easier to perform and/or looks better.

Though if the wall was moving fast enough your method wouldn't work, but that's just nitpicking at this point. :P
 
Theoretically sliding is a little easier/more precise then drop and rehanging if you want to drop lower for a wall jump. Then again, that might depend on how fast you fall from a drop/other factors. Works either way (though I do agree slide looks cooler).
 
could always Cling, and after a few seconds do a slow slide down. Sometimes doing the "Cling, Let go, Cling" method makes it hard to readjust for jumping angles, and sometimes the game won't read the "re-cling" fast enough or sometimes not at all.. had that happen on a few games that didn't have a "slide' option and made me redo lots of jumps or even kill me.
 
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You know I'm glad, until now I never realized how lucky I was to have never played MMX.
 
It's not a discussion! She doesn't slide, because she doesn't NEED it for anything. It's also a prototype that we have to finish a lot MORE of, so that kind of fluff wouldn't be in it anyway.
This is no longer the topic.

I want to continue talking to the community, but if it keeps turning into this kind of thing then my motivation to do that lessens quite a bit.
I'm not the PR guy this time, and this isn't a fighting game - I don't have to say anything in public about this game at all. :^)
 
The axeclimbing looks like it would be a good argument against singlewall walljumps ;_;

E: Walljumping looks like it's faster than normal jumps tho; that could be interesting if there's sufficiently many platforms everywhere