RazielCuts
Member
I think it might be the dormant dyslexia kicking in but every time I see the title I want to say 'Invisdible,' like a 5 year old trying to say invisible.
for the new page:
Voice of Beowulf wants to talk to you about Indivisible
also gaze upon this gameplay
Just finished the prototype and I'm sold. biggest flaw for me was with the platforming. It feels kinda rigid as it is right now.
Rigid how? Can you be more specific?
The way Anja moves and jumps. Best I can give you right now is her momentum during and after the jump. Might be because I'm comparing it to dedicated platformers I played recently like Super Meat Boy and Donkey Kong Country Tropical Freeze.
It's nothing gamebreaking, really. Just that it might need the most tuning.
Is that an urumi warped up like a turban? That's pretty clever.
Shouldn't he be afraid of accidently bumping the top of his and stabing himself with it?
Shouldn't he be afraid of accidently bumping the top of his and stabing himself with it?
Scar there seems to indicate he's already done that a few times.
You're looking at it the wrong way.
He's only a master because he's made it this long without stabbing himself in the head.
Only issue I have, visually, game looks phenomenal from a gameplay standpoint, is the contrast between the animated characters and the backgrounds themselves. Was there any thought into giving the environments the same hand painted, animated feel?
Only issue I have, visually, game looks phenomenal from a gameplay standpoint, is the contrast between the animated characters and the backgrounds themselves. Was there any thought into giving the environments the same hand painted, animated feel?
Ravidrath:
First, let me say, good luck with the project. I think it looks really phenomenal.
Second; I just pulled some numbers, and your minimum funding goal on IGG is ~60% higher than any other gaming project on IGG has ever funded. The #2 is, of course, your own Skullgirls DLC. But there have only been a handful of projects over 100k, let alone at the level of 1.5 million. In fact, KS has about as many games at the seven figure mark as IGG does projects.
Obviously IGG has been good to you guys and they've offered support to help you get funded in terms of promotional stuff, so I'm not saying "they're crazy not to use Kickstarter" but I'd be interested in knowing what makes you guys so confident that the platform is not going to be an albatross. It's always risky when you set out so that your minimum mark for success exceeds the maximum anyone else has ever pulled off.
Do you guys expect that most of the draw will come from people off IGG coming to the site just for your project? I think that's somewhat reasonable, but also that the umbrella effect is very real. I don't think that a lot of the last year's major KS projects have done as well as they have because they're so much more appealing projects than those proposed in yesteryear. I think it's more that people are more aware of KS than they were and there's more passive eyeballs scanning over projects. Maybe I'm wrong.
Regardless, best of luck and I hope you guys rock it.
Art director here - the temple interior is definitely not quite where we wanted it to be, visually. The backgrounds in Skullgirls were based off of single illustrations that we basically broke up into layers to give it a 3D look, which made it match the illustrative look of the characters. For Indivisible, though, we were building from modular pieces for the first time, which definitely made it look more 3D in comparison. It's something we're working on and figuring out, for sure.
It's supposed to launch around 6 AM Pacific time.
Really love what I've been seeing so far, I hadn't realized there was a public build. I'm excited to see what you guys have done!
Check your e-mail.
You are beyond rad, I'm super excited for you guys!
This is the world we live in where I know what this is.You know you've made it when your game gets mentioned in a Kawaiikochans comic.
Wow this game looks awesome!! Is it coming to ps4 as well?
I ran some basic numbers on a few of the most successful KS projects as well and aside from the massive number of contributors (KS projects with 40-60+ thousand contributors are blowing my mind right now) the average dollar contributions were in the 60s, 70s, 80s and even 90s (Shenmue 3). The Skullgirls campaign is certainly still one of the most impressive crowdfunding stories (and THE story for fighting game crowdfunds), but I see now that we'll have to reach deeper into our pockets than ever. Oh well, nothing riles up the SG and Lab Zero fanbase like a good chance to fight against adversity.Ravidrath:
First, let me say, good luck with the project. I think it looks really phenomenal.
Second; I just pulled some numbers, and your minimum funding goal on IGG is ~60% higher than any other gaming project on IGG has ever funded. The #1 is, of course, your own Skullgirls DLC. But there have only been a handful of projects over 100k, let alone at the level of 1.5 million. In fact, KS has about as many games at the seven figure mark as IGG does projects.
Obviously IGG has been good to you guys and they've offered support to help you get funded in terms of promotional stuff, so I'm not saying "they're crazy not to use Kickstarter" but I'd be interested in knowing what makes you guys so confident that the platform is not going to be an albatross. It's always risky when you set out so that your minimum mark for success exceeds the maximum anyone else has ever pulled off.
Do you guys expect that most of the draw will come from people off IGG coming to the site just for your project? I think that's somewhat reasonable, but also that the umbrella effect is very real. I don't think that a lot of the last year's major KS projects have done as well as they have because they're so much more appealing projects than those proposed in yesteryear. I think it's more that people are more aware of KS than they were and there's more passive eyeballs scanning over projects. Maybe I'm wrong.
Regardless, best of luck and I hope you guys rock it.
I ran some basic numbers on a few of the most successful KS projects as well and aside from the massive number of contributors (KS projects with 40-60+ thousand contributors is blowing my mind right now) the average dollar contributions were in the 60s, 70s, 80s and even 90s (Shenmue 3). The Skullgirls campaign is certainly still one of the most impressive crowdfunding stories (and THE story for fighting game crowdfunds), but I see now that we'll have to reach deeper into our pockets than ever. Oh well, nothing riles up the SG and Lab Zero fanbase like a good chance to fight against adversity.