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Indivisible Ideas Thread - No L0 developers Allowed <3

Didn't know who was named what because of the sound issues on the stream. It looked like he had a giant drum on his belly? It was the duo fight against Schrodinger's-drum-guy and the guy with the electric guitar.

Side note: Sketch + Fighting the developers could mean playing as Lab Zero! :D
 
So, watching Lab Zero stream God Hand, I caught a comment from Mike saying that, if he had a mode where he could play as the drummer guy in the band battle, he totally would.

This got me thinking (quick, run away while you still can!), all enemies have attacks with hit-boxes, sound effects, animations, etc, right? From a data end, there's little difference between an Incarnation and an enemy, except for AI, plot stuff, and platforming elements. So, from the back-end, it seems feasible to "recruit" any enemy for battle! Especially if enemy attacks already correspond to "down, neutral, up, special." Hungry Ghosts and Scribble Cat have already been put under the controller for walking-around testing purposes. Perhaps a second-playthrough "Snapshot" ability could allow the player to use enemies and bosses! It could be like Sketch or Beast Master from Final Fantasy.
Pretty sure I said something similar to this already in this thread.
 
So, watching Lab Zero stream God Hand, I caught a comment from Mike saying that, if he had a mode where he could play as the drummer guy in the band battle, he totally would.

This got me thinking (quick, run away while you still can!), all enemies have attacks with hit-boxes, sound effects, animations, etc, right? From a data end, there's little difference between an Incarnation and an enemy, except for AI, plot stuff, and platforming elements. So, from the back-end, it seems feasible to "recruit" any enemy for battle! Especially if enemy attacks already correspond to "down, neutral, up, special." Hungry Ghosts and Scribble Cat have already been put under the controller for walking-around testing purposes. Perhaps a second-playthrough "Snapshot" ability could allow the player to use enemies and bosses! It could be like Sketch or Beast Master from Final Fantasy.

Maybe some beast taming move? It could be from one of the Incarnations, or through a special item (like the discs in Lufia 2), then using the monsters in battle as long as certain conditions are met. For example, you can't have more than 4 characters at the same time because they're already assigned to your buttons, so, for this to actually work, you could:
a) wait until one of your characters is down, so the monster can take their place. The monster would flee after the battle, though. The monster could also work similarly to the Berserker class from Final Fantasy games (they move on their own, you can't give them any orders).
b) the "tamer" can't use their normal moves, instead using their turn to command the monster. Depending on the level of the tamer's Iddhi meter, it will be the move the monster performs. For the sake of keeping it simple, monsters can't make combinations like the normal characters (up, down, sides + attack), and their attacks depend on the Iddhi meter (level 1: simple ground attack, level 2: rising attack, level 3: area attack). This could work like the Doppelgang ability of Sprigg, from Chrono Cross, where she can transform into almost any creature from the game, as long as she defeated said creature (there was also the option of equipping a special item so other characters could "save" the monster and let her use it, even if she wasn't in your party at the time).
 
So, I was thinking of arrows sticking into stuff from the dev stream. Thought it kind of odd that it was implemented so early for something that, at first glance, is pretty much aesthetic. I figured there had to be some practical use intended for it later. After some more thought, I speculate:
  • Shooting invisible platforms to get some sort of indication where stuff is.
  • Flaming arrows -> temporary light source in blackout levels
  • Upgrades to get arrows to last longer before fading/more arrows before prior shots fade (assists the above options)
  • Guided missile "patriot arrows." Bonus practicality if there's arrow surfing. Come to think of it, this would be so powerful that, if it happens, it would probably be a late game upgrade/really hard to get to secret. On the other hand, that would be an entire extra control to implement, and there are a ton of other aiming options, so it might not be necessary.
 
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Or maybe you have a limited supply of arrows and you can pick them up again. I always hated how some games (looking at you, Zelda) don't let you recover your arrows even if they're stuck in your character's nose (not literally).
 
Or maybe you have a limited supply of arrows and you can pick them up again. I always hated how some games (looking at you, Zelda) don't let you recover your arrows even if they're stuck in your character's nose (not literally).
Eh, that makes shooting anything out of reach a risky idea and inhibits exploration. Plus, Mike said something about Ajna being one of the few characters where infinite arrows make sense. (Speculatively because of incarnation-based weapon spawning.) Though, I guess you could make firing arrows cost Iddhi, so you could regain them by fighting mooks.

Still, I wasn't under the impression arrows have a risk/reward inventory management aspect to them. Same reasoning as having no bottomless pits or falling damage- you want to encourage exploration, and that means trying to jump anything that can be jumped and poke anything that can be poked.
 
Or maybe you have a limited supply of arrows and you can pick them up again. I always hated how some games (looking at you, Zelda) don't let you recover your arrows even if they're stuck in your character's nose (not literally).
wow that would suck so bad if you shot a couple arrows off of a map or something
 
Well, I didn't know Mike said Ajna would have an infinite supply of arrows. It makes sense, though... the exploration part, I mean, I didn't think it that way. As for the patriot arrows idea, that's completely viable -amazon mom-.
 
Well, I didn't know Mike said Ajna would have an infinite supply of arrows.
To be fair, I don't think he said there would be, only that this is one of the few cases where it would make sense. :P

I kind of like the Iddhi-spending idea, on second thought. Encourages combat that way. And implementing a little Iddhi burn early for all arrows would be a good way to make sure the feature works if you want to spend more Iddhi on special/more powerful/puzzle-oriented arrows.
 
What if you kill everything nearby and then have nothing to replenish your meter on?
 
So, I was thinking of arrows sticking into stuff from the dev stream. Thought it kind of odd that it was implemented so early for something that, at first glance, is pretty much aesthetic. I figured there had to be some practical use intended for it later. After some more thought, I speculate:
  • Shooting invisible platforms to get some sort of indication where stuff is.
  • Flaming arrows -> temporary light source in blackout levels
  • Upgrades to get arrows to last longer before fading/more arrows before prior shots fade (assists the above options)
  • Guided missile "patriot arrows." Bonus practicality if there's arrow surfing. Come to think of it, this would be so powerful that, if it happens, it would probably be a late game upgrade/really hard to get to secret. On the other hand, that would be an entire extra control to implement, and there are a ton of other aiming options, so it might not be necessary.
When first seeing the arrows stick into walls/enemies, my first instinct wanted to use the arrows as breadcrumbs or markers indicating what route I've already taken, or to mark future shortcuts considering the looping level design L0 is going for.

I'm pretty sure Mike implied that the spear weapon would make Ajna surf... "Patriot Spear"(?)

Also what's up with everyone trying to gimp phantasm archers in this game? All incarnations (which, if i'm not mistaken are dead people fused with Anja) come from her head so why would dead people need to restock? Anja just needs to poof more arrows into existence with the power of imagination 'n' there we go! Besides, Zebei and a full pincushion team resupplying after fighting a monstrous bowl of rice doesn't sound fun.
 
In either the blog, or one of the interviews, it's definitely mentioned that they have a move concept where Ajna can teleport to the location where an arrow lands. That's probably something Mike's planning to test using the arrows' landing position for sure. There's also the idea we all know from the illustrations, where she might use arrows to activate switches, and they probably want the arrows to stay visible when that kinda stuff happens too. Yeah, there could definitely be more ideas than that.

I'm really looking forward to seeing how the kusarigama works though. A lot of games with grappling hook mechanics tend to have trouble switching a weapon smoothly from its grapple-functions to attack-functions, with the player usually having to prioritize one or the other in most situations, or only being able to use the grapple at specific points. There's also the infamous "hit a grapple point, dangle, then press left and right for 10 seconds to actually get anywhere," which usually ends up feeling more tedious than fun.

I'm curious if Mike has some new ideas for how to approach it here, to give the player a lot of freedom with the grappling hook, but without letting the weapon become unwieldy. The fact that he's already so excited about the platforming makes me real interested to see what's next.
 
What if you kill everything nearby and then have nothing to replenish your meter on?
During one of the Super Metroid streams, Mike pointed out small, constantly respawning enemies that can be killed for health or ammo. I figure Ajna will get something similar in some places.
 
(which, if i'm not mistaken are dead people fused with Anja)
Nah they aren't dead...except narssus.
 
Nah they aren't dead...except narssus.
actually Narssus is a Voodoo Zombie, where he used to be alive controlled under a spell and over time his body started to rot, now free from his curse he's kinda... between life and death. I would say that he is undead... but it's kinda of a grey area when it comes to Voodoo zombies... they tend to stay around even after death.
 
I'm back and I have another crazy ass idea! Too crazy in fact. Should I post it? nah whatever lets be more reasonable. So how about boss fights? Of course being a video game it will have some. (duh) But I always liked crazy over the top boss battles in games. So maybe Ajna fights a giant sea monster or mythological creature? I recall a story from Vietnam that could fit as quest in this game. A king was crossing the lake one day when a giant turtle snapped his favorite sword out of his hands and took it with him to his lair. That could be a quest where Ajna must find and slay the turtle and retrieve the sword!
 
Ok, so, my memory is really spotty and shouldn't always be trusted but I remember them saying that the boss fights would be more like puzzles?
Like, it's not just straight up battles, you have to figure it out or something.
Am I making sense? I just woke up.
 
Ok, so, my memory is really spotty and shouldn't always be trusted but I remember them saying that the boss fights would be more like puzzles?
Like, it's not just straight up battles, you have to figure it out or something.
Am I making sense? I just woke up.
i think it has a little more to do with strategy, certain weapons and team mate combos will work on one boss and another strategy will work on another.

It was noted that there might be a multi phase boss where it would require Ajna to use her skills of traversing the environment after beating each phase as she cases down the boss.
 
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I'm happy with Juan Aguacate fighting some monsters and/or gods from the prehispanic Mexican lore.
 
i think a really cool idea for the multi phased boss battle would be a section when Ajna is trying to recruit Vasco into her party. They both get ambushed by a gang of bandits and they have to fight them off as they jump from Horse to Horse, and Wagon to Wagon.

Think of it as... the snow chase lvl in Uncharted 2...

 
Ok, so, my memory is really spotty and shouldn't always be trusted but I remember them saying that the boss fights would be more like puzzles?
Like, it's not just straight up battles, you have to figure it out or something.
Am I making sense? I just woke up.
i think a really cool idea for the multi phased boss battle would be a section when Ajna is trying to recruit Vasco into her party. They both get ambushed by a gang of bandits and they have to fight them off as they jump from Horse to Horse, and Wagon to Wagon.

Think of it as... the snow chase lvl in Uncharted 2...

Exactly what I meant! something similar to the GOW 2 boss battles. Where you have to pin the bosses to stop moving so you could beat them.!

Or how about when every time you recruit an incarnation you have to fight them first I could see that happening.
 
so incarnations will join Ajna willing... some might not, and others just might be an accident due both Ajna's and the target person's soul forming on the same wavelength.

I seriously do not expect Ajna to fight all of her team mates, more likely they will have side quests where they train together. [this might be reserved for weapons and their upgrades]
 
Speaking about the incarnation think Lab 0 will do character trailers for each of them like in Skullgirls? Or maybe they'll try doing little 4 panal comics like they did with Ajana during the campaign.

pzflsistjids5oaw2ryz.jpg
 
uuuh... nah. They did the little backstory videos for the incarnations and those worked just fine.
 
Well I meant when they have more to show they'll make trailers showing off their abilities and stuff.
 
Well, considering that backers will have access to the beta version of the game (like Skullgirls), I don't think trailers will be necessary, since we'll be able to test some of the playable Incarnations in the beta. Of course, I might be wrong, but you know? I think the character trailer idea could work for the guest Incarnations.
 
Exactly! Advertisements! To try and reach to the market, when the animated opening is finished they could show it off at convention somewhere to gain interest and Hype.
 
Or they could sell out and do something like this!

 
...For some reason, I found that video strangely bizarre. Also, I don't think L0 would sell out because a)I love their work but they're not that famous/popular and b)Pretty sure Mike would facepalm then he'd go Russian Killing Machine on you for suggesting something like that. Maybe, I dunno.
 
...For some reason, I found that video strangely bizarre. Also, I don't think L0 would sell out because a)I love their work but they're not that famous/popular and b)Pretty sure Mike would facepalm then he'd go Russian Killing Machine on you for suggesting something like that. Maybe, I dunno.
Oh he'd probably would do that, although it would be funny to see Ajna do a cringe worthy ad for cheeseburgers!
 
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You know I'd thought it'd be cool if the game had animated cutscenes! I guess we'll get a taste of that when the animated opening is finished, would it have been possible though...?
 
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Oh man I really hope mike z isn't peeking into this thread he'd blow a gasket! But now I wonder what the indivisible happy meal would consist of?
 
Tapir burgers ...
 
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Oh man I really hope mike z isn't peeking into this thread he'd blow a gasket! But now I wonder what the indivisible happy meal would consist of?
to perfectly honest, Mike would not give a shit. Unless you go straight up to his face with this sorta crap. THEN he'll get pissed at you.

It's okay to post silly/dumb ideas here. Hell I'm sure Mike pops in here incognito just to see what dumb ideas are floating around, but I'm sure he's not taking any of them seriously.
 
I wonder what the indivisible happy meal would consist of?
I went ahead and wrote some short reviews for the new Indivisible Happy Meal Toys. Not a bad run.
Chop-Action Ajna! - I like how you can sort of mash your fries with it. They put her in this uncomfortable looking jump pose though, and the big spring trigger on her back is a bit distracting.

Spin-Action Tungar! - The neat little wind-up on the base gets him spinning like a mofo. Unfortunately, the swooshy-sword effect is just molded on to his body, so you kinda have to explain to people what he's doing.

Glow in the Dark Razmi! - Pretty cool effect, especially on the lantern. Paint job is really off-model though, with this bright pink-ish color for her dress, and her head looks too big.

Snipe-Action Zebei! - Easily the best toy in the set, and shoots hella far. Lots of fun as long as you don't lose the only rubber arrow it comes with. If your McD's is holding these, make sure to get extras.

Bouncing Belu! - It's a ball. Wish it was a little larger so it would look more to scale, but the details are okay. Don't bounce it too much because the paint job comes off really fast.

Squirting Ahp! - One of the other cool ones. Also a bit small, but it shoots really far. Probably great for road trips if you keep a spare cup of water handy.

Squirting Hungry Ghost! - Why did they make it a squirt toy? Why do they keep putting this one in almost every Happy Meal? The mold is nice, but the squirt action sucks compared to the Ahp. They should have stuck to canon and made it a lick-action instead.

Unfortunately, there's no Manote Boss toy. However, they do have a picture of him on the side of the Happy Meal box, so you can kinda cut it out and pretend he's there. You can almost do the same with Kala on the back of the box, but most of her body is cropped out in the picture. We almost had underboob at McDonalds.

There's also a Cat Boss toy, but they must have thought it sucked, so you have to ask for it specifically at the counter in order to get one. It's like a sponge, so it expands a little when you dip it in water. Fun to squeeze when you get mad!
Get 'em while you can!
 
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In the most recent stream Mike showed off the spears ability to let Ajna hang from the ceiling and the bare hands counter ability.

I hope she'll be able to do counter in the air where the counter attack is kind of an akuma-like dive kick or maybe dhalsim-like drill dive kick since he fits in the game.

I hope the ceiling hang gets a horizontal version of the vertical super jump to give her a lot of horizontal momentum. Maybe a... pole dance like wind up to horizontal jump. In some places in the east pole dancing is really just that a dance/sport so it could fit without being...Too fan service-y. In India mallakhamb was the beginning of pole dancing.
#justifyAjnaPoleDancing lol.
 
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Hey remeber how I had an idea about dumb advertisements? Looks like Mighty no. 9 beat me to it:

 
^ And this is why I told you the bad advertisement idea was atrocious. I still don't know who in their right mind thought this was a good idea -Why would you mock your own community?-. Hopefully it wasn't Inafune's idea, but the damage is already done.