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Indivisible: Valkyrie Profile/Metroid, Indiegogo, PC/Mac/Linux/PS4/XB1 -- funded!

suzu

Member
I hope Indivisible reaches its goal. Can't get enough of the setting and music. The battle system is ace too. 👍
 
You know what's sad. That small (packed with content) prototype blows away other full games in the genre. I know they aren't the same but when you compare a game like this to Mighty Number 9...I mean its night and fucking day. Bravo!!

Shamaness for life.
 
I played the prototype and pretty much loved it. Would like more environment interaction and puzzles though. That being said, 30 bucks is definitely a little steep for the cheapskate in me. Like 25 was pushing it for Divinity 2 for me, but you feel like you're getting a discount there. Here, it feels like you're paying what you'll pay when the game hopefully comes out without you.

Just IMO, there needed to be a lower tier.
 
Holy shit at the prototype. I mean you had me at Skullgirls, Valkyrie Profile and Metroidvania already, but this was even better than I expected! Super tight gameplay and the boss at the end was properly challenging. Can only afford $30 right now but I really hope this reaches its goal!
 

WarRock

Member
Who knew that climbing walls with an axe could feel so good? Damn.

Razmi voice is amazing, she is so bored, haha.
 

SirKhalid

Member
I don't think that many people are aware that fixed campaign is a thing with Indiegogo, which can be a disadvantage for this crowdfunding campaign.
 
I don't think that many people are aware that fixed campaign is a thing with Indiegogo, which can be a disadvantage for this crowdfunding campaign.

I'll be honest. Indiegogo needs to do a better job about this. Reading through the thread we've had lots of people refuse to donate because they felt that IndieGoGo always takes your money no matter what. And while ignorance is not bliss, if the mass vocal majority scream something is true, others tend to start believing it as well.

Back on topic. This looks amazing. Will try the prototype later tonight. VP1 is my favorite RPG and one of my most beloved games of all time (owning 4 copies might be saying something). That being said I am cautiously optimistic about this campaign. You certainly have my pledge but sadly I don't know how well this site translates with other crowds. No game has ever brought in this amount of funding before.

I certainly appreciate the upfront and honestly from you guys but I can't help but think that KS may have been a more viable option. Which my thoughts are probably worth less than sandpaper given the fact that you guys went with IndieGG so there must be something there besides the money cut that we are missing.

Best of luck. Will be following this one all the way to the end.
 

Morrigan Stark

Arrogant Smirk
Backed, and I plugged the project on my forum. ^^

I don't think that many people are aware that fixed campaign is a thing with Indiegogo, which can be a disadvantage for this crowdfunding campaign.
Yeah, it reminds me of CrossCode, which had an amazing (and quite lengthy) gameplay demo but they still struggled to get funded because of IndieGogo, they had to extend the campaign duration to reach their goal (at least IndieGogo does allow that in case they're just shy of meeting their goal). Yet some shady appeal-to-nostalgia projects with no prototype, no tentative gameplay videos, etc. and nothing but some vague promises and concept art get explosively funded on KS. :|

I don't know why people won't give a project a chance unless it's on Kickstarter. Especially one as promising, transparent, and concrete as Indivisible. It's completely arbitrary.
 

Sinatar

Official GAF Bottom Feeder
I'm thinking this needs at least 10% ($150k) by the end of its first 24-hours to have a decent chance at being a slow-burn success. That wouldn't be a great amount for day 1 (which typically is the single strongest day in a campaign) but anything less than that is going to be hard to come back from.

This is so far beyond the funding any game has ever gotten on Indiegogo that honestly I don't think it's going to happen.

It's a shame, cause it looks great.
 

Durante

Member
I approve of throwing less money at Kickstarter (as in, the organisation) and getting more money into the hands of the creators -- that's why I back directly through Paypal when possible -- but I fear this might not make it on indiegogo (or with a starting tier of $30).
 
Isn't that Hyper Light Drifter in your avatar?

5817514a84fce751c08695f7f8e67ca8.gif
 
I don't think that many people are aware that fixed campaign is a thing with Indiegogo, which can be a disadvantage for this crowdfunding campaign.

We've already had a couple of people come in this thread, saw that it's an Indiegogo and declare that it's Flexible Funding without actually checking. I can understand why Lab Zero chose IGG (previous experience with them, smaller cut, practically immediate money instead of waiting a month for funds to clear), but I do have to worry that the advantages are outweighed by IGG's bad reputation.

Additionally, with the notable exception of Shenmue 3, I can't think of any crowdfunded game that has a base goal as high as this one has. Shenmue 3 also had the advantage of being announced at Sony's E3 press conference, while Indivisible doesn't. The base goal is bigger than the total raised by Massive Chalice, Divinity: Original Sin 1 and Shadowrun: Hong Kong in their respective Kickstarters. It's a huge ask.

It's probably too early to write it off yet, but as a general rule of thumb if you haven't hit the 50% mark with 96 hours of launching, it's not a good sign.

[Will probably back this weekend regardless]
 

Moonlight

Banned
I think it's fine to have concerns about where the campaign will wind up ultimately, but I don't really see the point in lamenting how unlikely the project is to succeed literally less than half a day into it. It's not going to blow the doors off, obviously, but there's a load of people who still don't even know the crowdfund campaign is up yet, and progress so far is decent if not remarkable.

I just can't think of a lot of things more damaging to a project's buzz than getting down on its' odds of success as soon as it begins - especially when so many people have misconceptions over whether or not IGG keeps the money regardless of success or failure. The wheels are already in motion, and we just have to see.
 

Dice//

Banned
Yet some shady appeal-to-nostalgia projects with no prototype, no tentative gameplay videos, etc. and nothing but some vague promises and concept art get explosively funded on KS. :|

I don't know why people won't give a project a chance unless it's on Kickstarter. Especially one as promising, transparent, and concrete as Indivisible. It's completely arbitrary.

This is honestly the worst. It's a shame, I think that's why there are so many musicians and artists and even games that create these sort of 'fan works'; it's hard for people to jump on original projects or ideas as much as the "OH HEY I KNOW THAT" ones. :p

Went in for one of the higher tiers. It hurt my pocket a bit, but I'm happy to support this project. I'm gonna try the prototype tonight.
 

Eila

Member
Game looks really damn good. This is the kind of stuff that usually gets picked up by Sony/Microsoft, but hopefully the campaign makes the goal so there's no need to tie you down.
 

NEO0MJ

Member
but it's not like the fighting game community that's organized & active enough to actually mobilize and throw their weight behind you in a big way.

The FGC has a weird relationship with Skullgirls. Truth be told they might not have had as big effect as some think. Same might be said about the Pony fanbase, considering that the game that's supposed to succeed thanks to them, Fighting is Magic, isn't doing so hot right now.

Additionally, with the notable exception of Shenmue 3, I can't think of any crowdfunded game that has a base goal as high as this one has. Shenmue 3 also had the advantage of being announced at Sony's E3 press conference, while Indivisible doesn't. The base goal is bigger than the total raised by Massive Chalice, Divinity: Original Sin 1 and Shadowrun: Hong Kong in their respective Kickstarters. It's a huge ask.

While being clear on how how much they really need for the full game is awesome, yeah it might hurt them in the end.

Hahah. That merits an avatar and tag quote. xD

He already said that he didn't support that game financially, though :p
 

Shahed

Member
You know what's sad. That small (packed with content) prototype blows away other full games in the genre. I know they aren't the same but when you compare a game like this to Mighty Number 9...I mean its night and fucking day. Bravo!!

Shamaness for life.
I actually agree. I had more fun with the prototype than I've had other games. The promise of it all being fleshed out and expanded upon sounds tantalising. My first Lab Zero game! I hope this gets funded
 

Moonlight

Banned
Another thing that worries me is that the Skullgirls campaign had strong support from the hardcore fighting game community which supported them directly via donations and indirectly via spreading the word. There isn't really anything like that for this project - Metroidvanias are the latest fad in the indie game scene so there's already a ton of them (many of which are very good) and Valkyrie Profile was never very popular outside Japan and the newest mainline game in the series is almost 10 years now. You'll get fans of VP to support you, but it's not like the fighting game community that's organized & active enough to actually mobilize and throw their weight behind you in a big way.
I think you're not quite right here. Keep Skullgirls Growing definitely had big names in the FGC swinging for it, but most of the support was sourced directly from, well, fans of Skullgirls, and fans of Skullgirls come from a lot of walks of life. I can't say the fandom is generally in sync with the greater FGC, honestly. And I don't think it's wrong to say 'Skullgirls fans' are essentially the same thing as 'Lab Zero fans'. Especially when you consider a lot of people attracted to Skullgirls were attracted for the story, the art, and not necessarily the gameplay. Indivisible is more skewed toward that audience, actually.

I guess this doesn't prove anything about how likely Indivisible is/isn't to succeed but I definitely wouldn't agree the Skullgirls IGG gained anything substantial from a pre existing community other than the one Lab Zero already fostered for themselves.
 

Hastati

Member
Game looks really damn good. This is the kind of stuff that usually gets picked up by Sony/Microsoft, but hopefully the campaign makes the goal so there's no need to tie you down.

I want it to succeed no matter what, I hope they have a plan B and C ready to go and don't give up.
 

dude

dude
just played the prototype for a while and had a blast. Gonna put some money down on this soon.
I hope going with IGG over KS won't be too much of a problem though, I want this game to do awesome.
 

Comet

Member
Aaand everything is settled, down for $750. Give us an amazing game :)

I love people like this. Kudos to you sir!

I recently started up a company and received a similar donation on our first project. Glad people see gaming as something they can commission in this fashion.
 
Same might be said about the Pony fanbase, considering that the game that's supposed to succeed thanks to them, Fighting is Magic, isn't doing so hot right now.

Just checked their page and it looks like they're doing fine to me. Decent number of backers, 55% raised ($240k) with over 2 weeks left to go. They're not hitting any stretch goals (if they have any) but with those statistics, it'd be shocking for them to not reach their goal.
 
Man, I was going to skip on pledging since I have other financial commitments atm, but after playing that prototype I really don't have a choice. That was so much fun and so promising that I'd feel like I committed a crime if I didn't pledge in some way. I can't afford the $200 I donated to Skullgirls, but I'll definitely pledge for $30 now and see if I can scrounge up some more for later.

If anyone has any doubts about the project or are curious and have yet to check the prototype out, do so. It's a lot of fun.
 

NEO0MJ

Member
Just checked their page and it looks like they're doing fine to me. Decent number of backers, 55% raised ($240k) with over 2 weeks left to go. They're not hitting any stretch goals (if they have any) but with those statistics, it'd be shocking for them to not reach their goal.

They have a good chance of reaching their goal, but my point was more that people gave too much credit to the pony fanbase in how much they'll fund the game.
 
Yeah. $30 for a game is a ripoff, right?

It's the connotations of being an indie game, sadly. I understand the reservation, as the ideal price point for a digital indie release is perceived to be a lot lower than $30, especially when it's 2D. Skullgirls probably didn't help either. $15 was a great deal at the time, but there was arguably more content there than the cost merited, and it skewed the idea of the value. But if there's going to be as much content as what it claims, I have no problems pledging $30 for a beautiful 20-30 hour action RPG. Plus there's a level of polish to Lab Zero stuff that puts it above typical indie fair in terms of presentation, imo.
 
Ravidrath, et. al at LabZero:

You've earned my support. Skullgirls is so fun.

I get paid Wednesday. In for at least $30.

If only I was baller enough to afford dinner with y'all - of course I'd have to ask if you could get the SG VAs there too... A man can dream.
 

Dio

Banned
It's the connotations of being an indie game, sadly. I understand the reservation, as the ideal price point for a digital indie release is perceived to be a lot lower than $30, especially when it's 2D. Skullgirls probably didn't help either. $15 was a great deal at the time, but there was arguably more content there than the cost merited, and it skewed the idea of the value. But if there's going to be as much content as what it claims, I have no problems pledging $30 for a beautiful 20-30 hour action RPG. Plus there's a level of polish to Lab Zero stuff that puts it above typical indie fair in terms of presentation, imo.

It's more, IMO. The vast majority of fighting games look worse than Skullgirls.
 
It's more, IMO. The vast majority of fighting games look worse than Skullgirls.

Oh, for sure. That was what I was trying to say. Sorry if it was confusing. A lot of people will look at the art style being 2D or the name brand of the publisher and assume that a game is worth less for those reasons. Which is fine, to each their own, but it's disappointing when a game's value is considered "lesser" for arbitrary reasons.

Skullgirls Encore, especially with all of the then-free DLC was probably worth $40, minimum, and a case could've been made for more.
 

Azure J

Member
Just regarding the outlines on characters:



To invent a technique and name it after one of your team, you've gotta be doing something really special, almost like the Itano Circus or Yutapon Cubes in anime.

I'm really glad they did presentations and went to various events to show off the tech behind how they did it.

HOLY SHIT THIS EFFECT HAS A NAME?!

I just called it the Nakamura.
 
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