Yeah, that was more speculating about the high speed mode than a serious feature request. I was still curious about the possibility though, so thank you for the answer. I look forward to what you guys have come up with.
Well yeah, duh. As said, that was done here because there's no top of the trees and stuff. :^P
I dunno then. I really don't. :^(
Er....extract everything in it to a folder? And then run it from that folder, rather than just opening the file from inside the zip. That doesn't work because it only extracts that one file, rather than the associated data it needs.@Mike_Z I have Windows 8 and the prototype doesn't start for me even after installing what you linked? After executing the file with 7-Zip I just get a quick "copying" bar before the game crashes immediately with "Indivisible.exe has stopped working". I'm kinda salty over this.
Technically they do, they just swap left-right with themselves. Nyaaaah. :^P
Right here.
It seems like he just does too much damage to beat without a heal... hm... I don't know how else I'd beat him.
Can this be put in the OP? I feel like this needs to be highlighted.
Actually in my later playthroughs I started opting for moves that either recovered faster, or built more meter. Having more meter let me Block more reliably when needed, which let me build even more meter to play with. That's one of the reasons I'd like keeping the two Big Guys in the fight after the Boss summoned them.
Dude, don't break my heart! I loved Ajna's neutral Axe. It never seemed to bog her down much, and since I was fidgety with aiming, it helped me take care of small groups really well. It's really hard not to love Razmi's moveset either.
Removed it from my post (it's still in yours though)
We'll be policing this as mods, although it helps if concerned users report anything in case we miss it and also because we might not immediately know that something has been mined.
Mike, will you consider (for the actual release obviously) letting people map battle commands separately from the field ones? Since you have to map attack buttons the same way characters are situated, you're losing ability to have jump and attack where you want them. It is an issue for keyboard players. Not for me personaly, but my friend today mapped jump on spacebar which messed with her fighting, but after setting it in a battle-appropriate way it was hard for her to platform.
Does anyone have a list of which fight gives what? Skipping the axe and Razmi possible?
This isn't the issue, I think?@Tomo009 it's by design. You can throw and be trown out of combat.
Are we talking middle-eastern thumbs up or American thumba-up? =P
No, you just get a game over from the boss without actually even fighting the boss. It's more a niggle about how you can die from the boss, even before fighting it.
Might be this little yellow guy I found hanging out down here.
I noticed, you can stop doing that. Sure, I'll consider it, I found it really annoying in VP because they assumed Japanese "X is Cancel" things so if you wanted X to be Accept you ended up with everything mapped all weird. But no time to do it for this, you're lucky you get button config.@Mike_Z? you probably didn't notice, so I'll repost:
Dude you even posted the screen where it tells you what to do if you get stuck.
Well, that's why I said you and Brady are da besssssssssss. Key config is godsend for keyboard players. I really like the way you handled it for SG.
Golden monsters look like having buttload of HPs. My guess is that in full game they will give you some reward for beating them which is irrelevant in prototype.