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Indivisible PROTOTYPE Speedrunning & Secrets Discussion

Currently trying to find out how to skip the boss. Axe hanging from the ledge that you jump off into the pit, and then letting go and walljumping gets you pretty far ahead of the boss, his kick still hits you though. Also tried immediately jumping and axehanging yet again but to no avail, that hurtbox is huge. Or Ajna is just really fat.

edit: the axe swing is just a tiny bit too slow to hang onto the wall before he kicks you, I feel like this might work with frame perfect timing, unless there's some other way like letting an enemy launch you past him
 
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Man, i can't start to imagine how hard yet satisfying a low% run of this game would be....
 
unless there's some other way like letting an enemy launch you past him
I don't think that's it, but I tried everything you did and had no luck. I was able to get to the top right rubble, but that didn't look like it led to anything either. I wonder how you are supposed to do it? It could just be frame perfect timing. It looks like if you jump too high off the wall you hit your head on the rubble, so just under that would get you the farthest?
 
I tried to jump across quite a few times in my attempts to find the secret and failed a whole lot. It must be possible though, just probably very tight.
 
I've spent so much time in the wrong wall. But in the end, all that made me hate Z-Cats. :P
 
I don't think that's it, but I tried everything you did and had no luck. I was able to get to the top right rubble, but that didn't look like it led to anything either. I wonder how you are supposed to do it? It could just be frame perfect timing. It looks like if you jump too high off the wall you hit your head on the rubble, so just under that would get you the farthest?
you can avoid hitting your head if you walljump from an axehang

I tried this thing next, launched him into the pit and he disappeared somewhere along the way.

edit: a game restart option would be rad, y'know, for speedrunning
 

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If the final games gets something like, Perfect Blocking (a frame perfect block that sets the damage to 0) the game would be much easier to do on low%, it could have some rules such as being impossible to perfect block a full party attack, but it builds more bar, this could even make the game have a TAS in wich Ajna takes no damage during the whole run, yet again is just a tought/idea i had today, Perfect Blocking is probably not gonna exist in the final game, but i'll keep my hopes up the following 2 years.
 
Given that Skullgirls didn't have perfect/instant blocking, opting for pushblocking as the defense turnaround technique instead, why would you expect Indivisible to have perfect/instant blocking?
 
Given that Skullgirls didn't have perfect/instant blocking, opting for pushblocking as the defense turnaround technique instead, why would you expect Indivisible to have perfect/instant blocking?
Maybe because Indivisible is not Skullgirls?
 
Given that Skullgirls didn't have perfect/instant blocking, opting for pushblocking as the defense turnaround technique instead, why would you expect Indivisible to have perfect/instant blocking?
Because this ain't Skullgirls.

Skullgirls didn't have wall jumps. Or platforms. Or action bars. Or anything like this game. Just because it uses the ENGINE, doesn't mean it will be at all similar in any way, shape or form.

If you were going to make a comparison, I'd say Super Mario RPG, with timed hits on attack and defense, but on defense on SMRPG not always did it turn into 0 damage. Timed hits could increase damage/status %/AP refill/heal depending on the attack. Would be nice to slightly lower the damage on defense, or increase the meter gain, or reduce status %, or alternately to not cost meter for a sliiiight amount of time. Or more than one of those. I don't know, I'm not making the game so I shouldn't say anything.
 
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There's also Paper Mario TTYD where if you timed your block correctly with the B button you could block all damage, and if the enemy was using a close range attack, your blocking would actually end up dealing damage to said attacking enemy, so it was way more rewarding than just blocking with the A button, yet much harder.
 
I think Mike already has a pretty good grasp on how he wants the battle system. If there was going to be perfect blocking, it'd probably be in the prototype.
 
One thing that really honestly bothers me is the fact the iddih barvery very slowly drains. While I understand why, it makes keeping a level 3 bar in a pinch heal, since it usually drain almost as soon as the enemy stops attacking (from a block)
 
You can bump it back up to 3 in a single attack typically. There's a meter management attribute to the combat that seems to be very intentional and something you will need to learn to work with.
 
I'm not making the game so I shouldn't say anything.
If only more people thought like you...

To explain a thing:
Way more than 75% of people that we had play the prototype couldn't even BLOCK, let alone frame-perfect (by which you mean a 5f window minimum) block. Yet nearly everybody, including most of the aforementioned people, asked for some type of timing-based benefit to blocking. There is a disconnect here, and it's kinda ridiculous.

There already is a timing-based benefit to blocking, you know - you spend way less meter.
 
To emphasize that point of timed blocking already having a benefit, I originally thought perfect blocking just added a huge chunk of meter because I wasn't spending any.
 
One thing that really honestly bothers me is the fact the iddih barvery very slowly drains. While I understand why, it makes keeping a level 3 bar in a pinch heal, since it usually drain almost as soon as the enemy stops attacking (from a block)
I like that it drains. It means I can get 3 bars, let it drain a bit and use a lvl 2 heal and still have enough to block incoming attacks. Which is VERY useful against bosses that do crazy damage, or large groups that all attack at once. I had one instance where I lvl 3 healed against the boss when he had the ogres and then he hit Ajna with fire and both ogres did their rolls and I died from full health.
 
I don't mind it, but I just find it a bit annoying when it degrades so soon after it hits lvl 3. There was a few times I would of used Razmi's lvl 3 heal after getting attacked (as no one was ready) but when her 1 bar filled up that last little bit, it was a lvl 2 heal.
 
I don't mind it, but I just find it a bit annoying when it degrades so soon after it hits lvl 3. There was a few times I would of used Razmi's lvl 3 heal after getting attacked (as no one was ready) but when her 1 bar filled up that last little bit, it was a lvl 2 heal.
That's exactly why that happens, though. You can't use a Lv3 without having attacked at least once.
 
Eh.. annoying, but it's a game mechanic that I'll have ta live with. Def not one of those "OMG I Want this changed!" things, just "Eh.. I'll have to work around it.." annoying. It's cool.
 
Talking about meter mechanics. Can we have a very tiny bit of meter at the beginning of the battle so we can block before attacking? Or is it intentional to have to rush that first hit before waiting for everyones' ATB bars to fill up? I can see it going both ways.
 
Talking about meter mechanics. Can we have a very tiny bit of meter at the beginning of the battle so we can block before attacking? Or is it intentional to have to rush that first hit before waiting for everyones' ATB bars to fill up? I can see it going both ways.
The intention (i.e. first thing to try when there is more development) is:
- You getting first hit starts you with full bars -1 on Ajna for attacking, and already be in the middle of your turn.
- You running into them starts as it does now, with things filling up at the regular rate.
- The enemy attacking you starts in the middle of that enemy's turn.

So missing meter won't be much of a thing unless you get hit.
I'm fine with it now where you need to waste at least 1 attack to block, but the goal is that.
 
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Talking about meter mechanics. Can we have a very tiny bit of meter at the beginning of the battle so we can block before attacking? Or is it intentional to have to rush that first hit before waiting for everyones' ATB bars to fill up? I can see it going both ways.
That's the advantage of hitting the enemy before the battle, it gives you actions quicker so you can build meter right away. You typically build at least 1 action bar with 2 characters before they attack you.

EDIT: Ninja'd
 
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- You getting first hit starts you with full bars -1 on Ajna for attacking, and already be in the middle of your turn.
- The enemy attacking you starts in the middle of that enemy's turn.
Looks like you guy weren't kidding at all when you said seamless transition. And I thought what we have was already perfect.

That's the advantage of hitting the enemy before the battle, it gives you actions quicker so you can build meter right away. You typically build at least 1 action bar with 2 characters before they attack you.
Yeah, I know. My problem is that, when I fail to preemptive, I kind of zone out waiting for everyone's bars to fill up and then an enemy attacks me and I try to block but I can't because I have no meter. But yeah, the design makes perfect sense. Especially knowing how it will be in the furture.
 
God finally beat the secret boss...he didn't have enough lives >:) . Didn't even use the axe :P

screencap 2015-10-08 04-01-10.jpg
 
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And they still don't. Wasn't it already said that its a boss fight?
 
Not to my knowledge it wasn't.

Also, why did you get "Clearest" instead of "All Clear"?
 
IDK. maybe it gives different mesages? Or maybe because i used the new build?
 
Also, why did you get "Clearest" instead of "All Clear"?
New build. Clear/Clearer/Clearest because it's close to a Final Fantasy joke.

Didn't even use the axe :P
Barehands is easier.

Wasn't it already said that its a boss fight?
Still hittin' 'em outta the park. :^P
 
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Are upgrades in a fixed order or can you get all party members without leveling up?
 
Are upgrades in a fixed order or can you get all party members without leveling up?
Fixed order: Ajna 2, Zebei, Zebei 2, Tungar, Tungar 2, Razmi, Razmi 2, Ajna 3, Zebei 3, Tungar 3, Razmi 3.
 
Has anyone tried to do a only ajna run or something like that?
 
Has anyone tried to do a only ajna run or something like that?
that would be "pacifist" run, unless someone finally finds how to skip the boss that's a no go
 
that would be "pacifist" run, unless someone finally finds how to skip the boss that's a no go
Without skipping or avoiding battles.

Like, killing the boss with only ajna.
 
Without skipping or avoiding battles.
Like, killing the boss with only ajna.
don't think that's possible, no

Yeah... at least not right now. The closest you could get is only ever attacking with Ajna and letting other characters die.

But since the full game lets you pick your incarnations I'd imagine if for some reason you wanted to play it without any help then that'd be a thing, just not for the prototype.