Since making it run on everything else was cited as a, if not the, major reason for holding it back from release I wonder if adding a Swtich version just pushed it further back.
like enemies blocking XD
I just remember when @Mike_Z was doing campaign streams he was saying the way weapon switch worked was specifically so you could switch weapons mid-platforming and therefore the game could require you to. Guess that didn't work out in office testing?Indivisible has a lot of abilities to help Ajna explore her world. We realized during internal playtesting that navigating them all can be a bit cumbersome, especially when trying to chain them together to make it to hard-to-reach areas.
To alleviate this, we’re working on a new, simplified control scheme that doesn’t require the player to switch weapons and ability sets on the fly.
In the Prototype, once you gain a certain level of Meter, your character is forced to burn the strongest Super available, or one level lower in certain situations.
Okay, for those still waiting on the panel who wanted to know gameplay stuff I took some notes and a solitary screenshot.
*
- Weapons are bound to different buttons in the overworld (R1 is bow, slide is still down+jump) (I know menu was Triangle, block was circle in older builds)
- You can slide down walls to position for wall jumps
- Counter in overworld is now just block with proper timing instead of a dedicated counter
- You can block at any time "even when you're out of meter" (I'm confused now, because what's the meter management aspect then beyond combos build more meter?)
- You will probably be able to tech grabs
- Just Defend added, has its own sound, builds a ton of meter, greatly reduces chip damage, you can't die from chip damage during Just Defend
- Who is getting attack even more obvious than it was
- Dash in overworld is a button or double tap
- First boss in backer build still gives not-speed boost™
- There are two hidden bosses in the backer build (wording sounds like one is the cat again) and the second one gives you Helmbreaker*
- Helmbreaker breaks floors, leads to secrets
- "Divekick is not granted but is part of her ability set"
- Spear now has pogo to get across spikes (shown to still have ceiling grab and throw)
- Dash attack in overworld
- Dhar mechanic: Hold down attack buttons during combos instead of tapping to generate earth pieces for more damage
- Ginseng: Neutral is heal (hits next to enemies), up is stir which hits (adds more health to heal, can be done up to 6 times), down is search for item down again is throw item while following it with stir mixes it in the mortar to give you a status effect or a debuff instead of heal
- Characters can not block magic other than Qadira (everything else mentioned about her is covered here https://labzerogames.com/indivisible-2-8-2017-update-qadira-rough-animations/)
- Hit counter should be in by backer build release
- "We're trying to make [Ajna] as fluid as possible" so down while dashing/speedboost results in slide and you keep running afterwards
- "Battles have been sped up a bunch," Enemies now attack in order instead of all at once, actions fill up faster
- Nuna neutral is place a trap that freezes an enemy in place if they go over it, has an attack where she leaps forward and has a launcher
- Vasco has trip and jump swipe, mechanic is tapping for extra shots, has different ammo types "which is supers"
- Fighting game references abound in attack animations
- Phoebe "is ranged and a grappler" it is CONFIRMED backbreaker (Fuck yeah, Hugo)
- Super is now dependent on how many times you press the button when doing super
- Razmi level 1 is drain, level 2 is a magic strike that applies status effects, level 3 is a bunch of fire pillars (hits twice as many times if you do it up close)
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...Dude.
I'm sorry, have you seen Skullgirls?
That's closer to a single digit percentile than half, yeah.
Lol no. You must be thinking of someone else.
means that there's going to be a shitton of references in there, then how will Indivisible stand out from said buttload of indie flash reference games?
I mean, I'm narrowing it down here. This is not counting all the palettes, non-fighter references in moves, or quotes.
So... wait. After digging around in the Indivisible main thread to check Shan's memory, I found a post of yours saying you're holding them to such high standards because of Skullgirls.
Excuse but what the fuck are you on about? What makes you think that my post in this thread states I don't like SG that much? And since you've been digging in the main thread, care to share that post of mine with us?