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

Yeah those concept arts are nothing new i think ? But it's nice to see them again.

Also all of this makes me want to draw Dhar just doing big pancakes now rip
 
Hey guys. Those of you who have PS+ might wanna take a gander. One of the Freebies this month is actually one of the Guest chars that's going to be hopping into Indivisible. I hate to admit I forgot her name... Lily? maybe <,> Anyways. The game Curses N Chaos is free.
 
oh cool!

thanks Kit for the heads up!
I didn't even realize it till I saw the game thumbnail XD I was all "Hey.. this art looks fimi-- OH cool!"
 
Also all of this makes me want to draw Dhar just doing big pancakes now rip

Well here we are

C8lY0-OWsAA--TL.jpg

:^)
 
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I can't hit the like button enough.

Also now that I got Curses 'N Chaos installed, it's Lea. I was... sorta... close <,> Still feel bad for forgetting her name.

Edit: Yoo... that Down Direction on Lea.
 
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Oh yeah this reminds me i bought Shantae: A Pirate's Curse today, loving it so far. I should check the games the guest characters come from (when i get the money and the motivation :o )

Anyway to get back on topic


I guess we'll get our VAs soon :o

(Also yeah thanks a lot to the Indivisible twitter for being so chill and supporing of like art and such, really feels nice to be part of such a nice community !! <3 <3 )
 
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The guest character was the main reason I knew, got interested and ended up buying Hyper Light Drifter. Pretty good game, though probably for specific tastes.
 
aye Shana.

it has come a long way.

and it's magical...

T~T This is gonna be special i just know it.
 
I saw this on Facebook. It looks kind of busy to me... Maybe if it was in motion it'd look better. Also maybe it woulda helped to have the same camera locations
 
Not saying I'm bringing down the gavel. Just looks it. I'm sure it's better than what it seems. I too am holding out for some stuff that's "set in place and won't be changing anymore"
 
I don't think it looks really busy myself. But yeah maybe having a similar camera location (though i assume its the same kind of place anyway so)
 
I like all the new details. Just hope the camera doesn't stay that zoomed out for most of the game. I like the up close view of the sprites. Maybe it zooms out on set piece stuff.
 
I hope so. I also hope we get more drawn backgrounds, some that can blend with the 3D at least. I don't like those 3D background so much.
 
I like it a lot. It's a similar scene to the screenshot from the Dark Rainforest video, but now you can see how much flexibility they have with the mood lighting too. Both scenes seemed to be made entirely using the modulated setpieces, which is even better. They've come a long way with those.

I agree that the shot is definitely busy, but I think it speaks much more for the character of the environment now, being more clearly dilapidated and overgrown with plant life than you could gather from the Prototype. The vines that have grown to the point of blocking Ajna's path also fit in a lot more naturally among the chaos.

I doubt the entire stretch of that area is congested with that much detail anyway. They're probably using it more to highlight the dead-end portion of that room where the player might come to a pause.
 
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I doubt the entire stretch of that area is congested with that much detail anyway. They're probably using it more to highlight the dead-end portion of that room where the player might come to a pause.

Yeah thinking about it maybe its a setpiece.
Oh yeah little detail the thread made me think about : Will the game have a zoom/unzoom camera option? I forgot if it had this in the prototype and i realize those kind of setpieces are perfect for this
 
Volgarr the Viking had zoom out button for platforming purposes. And option to toggle it on permanently.
 
Tweaked Progression

While the Backer Preview won’t have the final character progression implementation, we’ll be testing two major changes:

  • Each character will start with only the Neutral attack initially
  • “Leveling up” the characters will unlock the Up and Down attacks, as well as additional actions
I actually like this a lot. Getting a new character in the prototype and trying to learn what all their moves do while ghosts are trying to murder you was a bit much. I'd rather get the abilities gradually.

Gonna give the speedrun contests a shot this time around, I think.
 
"Ajna’s death will no longer instantly end the game, and any healing within a set amount of time will revive her"

hmmmmm i'm on the fence with this one. on one hand it's good for new players and gives them some scramble time to get back into the fight.

but on the other hand i liked that super squishy feeling you would have, that not only protecting Ajna was super important but also having her allies around to help her out and keep her alive went that each battle had real risks. And it made sense why you would want to protect Ajna more because she's the most dynamic fighter having multiple moves and supers, so getting a game over after she dies in battle seems alright to me.

maybe mike can make it like that for Hard mode or NG+. idk
 
I'm pleased about the time limit on revive. Gives a few turns buffer if you unexpectedly took more damage than what you was expecting.

I don't think my laptop is ready for this beauty. I'll play it though XD Question (even though I know I can't with this shitty laptop): Is there going to be a media gag on the backer version? I doubt it but never hurts to ask.
 
Oh hell yes I can't wait!
 
Personnaly im quite a fan of the fact Ajna dying doesnt automatically end the game. Never been fan of the "if the mc dies the game is over" thing a lot of rpgs have.
But at the same time it means you really have to be quick in reviving her so there's still some difficulty left and it still makes sense.

Otherwise
  • Each character will start with only the Neutral attack initially
  • “Leveling up” the characters will unlock the Up and Down attacks, as well as additional actions

Unsure how to feel about that, i kind of dislike not having every move available from the start but hey maybe in practice it can work fine.

  • 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.
Curious to see what itd look like, maybe a slow motion system kinda like what GTAV has, idk i liked a lot the weapon changing in the prototype but reaching the secret area was really painful to me haha

Anyway im really looking forward to see the preview! (And play it too :^) )

Also one minor detail but since voice acting is mentionned i'm really curious to hear the voices too !
 
Heyyy, we were just talking about the Beta earlier today! Perfect timing! ...maybe too perfect...

I like that they're giving people a breakdown of the mechanics changes early. I actually think one of the most interesting things shown here are the new UI changes. I really like the idea of keeping the HUDs more compact and closer to the characters now, but it'll definitely take some getting used to.

In the Prototype, there were occasional advantages to attacking when one of your Actions was still like 90% full, but now that kind of thing might be a little tougher to visually gauge with the new pips. I'm looking forward to seeing how it feels while playing.
hmmmmm i'm on the fence with this one. on one hand it's good for new players and gives them some scramble time to get back into the fight.

but on the other hand i liked that--protecting Ajna was super important...having her allies around to help her out and keep her alive
That was my initial reaction too. From the Prototype, I always felt that just having Ajna not die from chip while above 1HP would be enough, and this is definitely a bigger change than that.

However, the methods to heal are a lot different now too, and I think the change probably reflects that. Theoretically, it'll take longer to get the same chunk of Healing you could get from Prototype Razmi before, since Ginseng & Honey will require a few Actions to do it. So even with the extra time, it still might not be easy to revive Ajna if you're not already prepared for her getting knocked out. You'll also still need to have the time/meter to keep her alive after you Revive her.

It's a fair change for people that want to make purely offensive teams too. Putting G&H on your team is probably going to be a bigger trade to your overall damage than Prototype Razmi was. So now, even if you avoid having an extra healer (assuming Ajna herself can still Heal), your team might still be able to close a fight after Ajna falls if they can deal enough damage.
 
Oh yeah IT'S TIME BABYYYYYYYYYYYYYYYY!!!

Wait, does this mean I have to fill out my survey pretty soon to get the beta? Can I miss it?

I'm pretty sure that you will get your code as soon as you fill the survey, if you do it after the beta is out.

Heh, since the Backer Preview was announced the IGG got around $1000. Hopefully once it's out and people spread around the gameplay, it will go even faster.
 
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Oh yeah IT'S TIME BABYYYYYYYYYYYYYYYY!!!

Wait, does this mean I have to fill out my survey pretty soon to get the beta? Can I miss it?
When we’re ready to release this, everyone who contributed $30 or more will receive the code via BackerKit. So if you haven’t filled out your BackerKit survey yet, do that!
 
Oh yeah i remember pledging for $60 but i didn't create an account on Indiegogo and i don't remember getting the backerkit survey...
Do you have to make an account for that?
 
So, do we have any clue when beta will arrive? If VO recording is mid-May, is it safe to say that beta launch will happen even later?