Ravidrath (5120469)
They need to announce that distribution for the rest of the world already.
Archive.is: https://archive.vn/WTwg6
They need to announce that distribution for the rest of the world already.
You can't - it's totally random, unless it's one of the legendaries that requires you to have the other two in your party. For a Jolly Terrakion, bring a Jolly synchronizer, and head into any green wormholes you see with two shiny rings or more, and eventually you'll get it.
Got a shiny Altaria, so just need a Medicham and Abomasnow and I guess I'm done with these games.
This really annoyed me, too.
You can't evolve your Crabrawler until you get onto the mountain proper - the rock is at the top of the elevator, in the dungeon leading to the Pokemon League.
Ah, looking at Serebii, it looks like my info was outdated - sorry about that. It just says "Level Up w/ Snow" now.
I like Totem Togedemaru enough I might even bother with the stickers. Although it looks like we won't be able to take those with us out of Gen 7, so not sure it's worth it...
It's a fair point, but I think they see value in the pacing / tension of going up against a whole bunch of guys instead of just one or two big ones. Definitely makes it feel like you're taking on a gang instead, at the very least.
I probably know the answer to this, but I wonder if Game Freak has any plans to update the Pokemon available in the Ultra Wormholes at any point. I suppose it's possible that there is an internal mechanism to cycle them, but I think that would've been discovered by now if so? There are a lot of unobtainable Pokemon still, so there's room to do so. With only 20 Pokemon available in them, just seems like the marketplace is going to get absolutely flooded with those shinies. I mean, I've already got two shiny Sigilyphs and one Barbacle. Related: Would love to trade a shiny Timid Sigilyph for a shiny Altaria, Lombre, Nuzleaf, or Abomasnow. Preferably with a good nature.
Fixing the number of Pokemon the trainers have isn't a trivial thing, even if it seems like it. Because the real issue there is how quickly you get Exp. Catching Pokemon and fighting only trainers, my team of traded mons was always right at or just above the control cutoff on every island. And adding more Pokemon means more exp., which means that I'd have completely lost control of my team if I'd fought everyone. So while I get what you're going for, I think the exp. curve with the current number of Pokemon is near-perfect. And to accommodate more Pokemon from trainers they'd need to completely change the exp. system. Which, arguably, could also make it feel more like a grind. And as much as I like BW2, going back and playing them after G7 felt like a real slog, exp-wise.
Heart scales at the end of the game pretty much completely eliminate the need to do anything like this. You'll be able to select from all the moves the Pokemon can learn, regardless of the level of your Pokemon or the level they learn them at.Thanks for the quick reply. Wasn't sure if Move Tutors, etc. would interfere with that, either, since I can see GameFreak being extremely rigid with transfers like that.
Yes, you'll have access to every move they learn up until 100. Like, you can hatch an egg and teach it its final move right from the start. Or at least after any necessarily evolutions.
Question about US/UM and Bank... If I transfer things from S/M to US/UM through Bank, will I be able to transfer them back to S/M? Excluding the new Pokemon and forms. Mostly wondering for the purposes of EV training things with new egg moves, etc. via the PokePelago glitch, using my Bottle Caps, etc.
A website relaunch is in the works right now.Yeah, at this point you'll need to wait until pre-orders go up.
Finally addressing this one...Indivisible won’t be an Epic exclusive, and will launch on Steam.As you suspected, we won't know the answer to this until we have a Japanese version signed.Yup, we'll have our usual booth, and plan to have our usual panel! Although the panel hasn't been confirmed yet.I'm hoping to get a few more out before release.
Two Weeks
Convincing 505 to do it this late in the game was difficult, but I'm glad we were able to.
Sorry, not for real - it's a Lab Zero joke meme - the TM was supposed to be the giveaway.Yes, if you previously changed it to your current address, you're all set.Sorry, we're not ready to show it yet. As soon as we can, we will.There is no updated publicly available demo - the closest thing was the Backer Preview, which went out to Backers last year. As for if the old demo is still representative of the game, I think people here will confirm that it's come a LONG way since then. You should be able to find video playthroughs of the Backer Preview on YouTube, but please note that that version is also really out of date now.
By popular demand, we're temporarily reopening platform and address changes until June 4th!
We're still working on a Japanese licensing deal, and I believe that will include the "Asia" region as well. Unfortunately I can't say anything else until the ink is dry, except that it's still in the works and thus likely won't be simultaneous with the US/EU release.
I really enjoyed the DQ Musous, and I think I would definitely play this.
Hey, just popped in to say that the Best Buy price was wrong, which is why it was pulled, and the confirmed final retail price is $39.99. So, in the end, Backers got it at $10 off!
I think this has less to do with the industry than it does with the ESRB. There's no way the ESRB would ever approve anything like this, and, except for Steam, stores don't want to carry things the ESRB won't approve of. And based on the ESRB criteria, you'd have just as hard of a time making a 1920's-themed prohibition Distillery Tycoon, or a Cuban-themed Cigar Tycoon. It's ridiculous, but that's just how things are with the ESRB right now.
Yes, that is placeholder text-to-speech. I kinda can't believe that 505 didn't turn voices off when they recorded that footage... haha. We've almost completed recording all the voice acting, and it turned out fantastically. We'll even have some behind-the-scenes footage of recording, too.Enemy balance isn't final yet, and those enemies currently have a bug where they're flying and they're not supposed to be.A lot of the SFX haven't been implemented yet.Yes, it will be out in 2019.
Thanks! I think I'll also note that it seems like that the handful of good people not doing photorealistic work get instantly snapped up by Blizzard or Riot. But that in itself is limiting, because Blizzard has kind of defined the art style for most Western games for some time now. Believe it or not, there was a time when aping Joe Madureira's style was considered risky! And now that's basically the default "cartoony" game style for western developers.
I'm not really sure what I think of this thread, but I'll add an observation of my own. Looking at portfolios of Gnomon students and talking to them, just about everyone is learning to do photorealistic stuff in art school, and mostly for movies. When we were looking for an environmental generalist, there was ONE guy in the entire Gnomon class who wasn't doing photorealistic, was hand-painting textures, etc. And we hired him! So at least in the US, it seems like the movie industry's needs are kind of leading what kind of art is getting made, what kind of visions are being created. My sincere hope is that the success of Into the Spiderverse inspires more students and teachers to experiment with style. Because style is really lacking in Hollywood CG right now, and until there's more demand for visual risk-taking, I think that's going to lead to a lot of the sameiness you're seeing in games.
We'll have more information soon, but definitely this year.
Sorry for the late replay on this, but I have yet to hear anything otherwise from Skybound.
Pretty much as soon as I got an office job I stopped wanting to use a desktop computer at home.
Sorry for the bump, but pre-orders for the physical release with vinyl soundtrack are open for about two more weeks.
Sorry it took me a while to get to this - things have been crazy busy over here lately. Anyway, no, you should not have received anything yet. Indiegogo is sending those notices out because when we created the project, we put an estimated completion time of January 2018. Obviously the game has been delayed since then, but Indiegogo doesn't allow you to change your estimated completion time after you create the campaign, and they can't even change it manually on their end. So their automated systems kicked in and are asking people if they received their perks. Sorry for the confusion - everything will be mailed out when the game is released.
I'm accepting some stragglers today - please e-mail me at indiegogo (at) labzerogames (dot) com if you need to change your address or platform. Note that you can't do it through your survey - BK CS had to handle it because we had to lock the surveys when 505 made us shut down the slacker backing.
Last day to update addresses and platforms!
Yup, released simultaneously with the others!
We're going to send out a form pretty soon where you can specify your top three voice actors and what you'd like them to say. Work on those will probably begin after we're Gold.
There's currently no way to back or preorder the game. Currently the plan is for preorders to begin on the digital services and retail stores around the time we announce the release date.
Apparently this is super common. People sign up using e-mails they never check and thus never get any updates, surveys, etc.
I'll dink around with BLU, but I'm disappointed it's become solo side content. Could still be fun, though. One thing I was kinda hoping they might do to tie it into the rest of the game was that you could use BLU magic as Role Actions, so completing that content had the bonus of unlocking new abilities for the "real" jobs. For example, they showed the BLU learning Shiva's ice bow ability, so it would make sense that you could equip that on Bards. But that really wouldn't fit with the design they have in mind for the game, where customization either becomes required or is stamped out entirely by the community.
Well, the grind is not as bad as you think. I started with a sub-4000 Light team and broke 8600 yesterday, and can now finished the EX fight.
Will likely be included as a wallpaper, and maybe we could make some posters through Sanshee or something?
Even though dragons tell you what the boosts are, neither that nor the weapon boosts are reflected in Might.
So one of players' biggest complaints about the game is the AI, so they make an entire event based around the AI? Use that feedback button.
Any tried using the "auto-play" option in quests? I've only used it once or twice, but my initial impression was that party AI was better and more aggressive than the AI when you're actually playing. So I wonder if "fixing" the AI just means using that AI all the time?
It's also very much in line with the whole "Did I dream I was a butterfly, or did the butterfly dream it was me?" kind of Japanese existentialism.
Probably my favorite Zelda game. And as good as A Link Between Worlds was, it really made me wish for a Link's Awakening remake. Also, BTW, I think Zelda games are the best when they ditch Ganon and the Triforce and do these weird side stories. See also: Majora's Mask, Oracle of Ages/Seasons, Minish Cap. Retelling the same story over and over is of course creatively limiting, and the Zelda team has shown just how original they can be when they're allowed to deviate from the formula.
Yeah, dynamically adjusting Might depending on the situation would definitely help. The whole point of Might is to simplify, but it's oversimplified in the context of something like this. I'd imagine at some point that this will start to effect story progression, too.
Agreed. Right now there is nothing actually preventing you from joining a raid room, so putting conditions on it like requiring 1/4 of the suggested to even queue up would be a big help. But I'd probably go even further and require at least two characters of the strong element, and no characters of the weak element.
Yeah, I don't see how I'm going to raise teams for the Advanced Dragon trials with the current Mana output rate.
The main issue I'm having with EX battles is that people seem to only want to kill one of the Magma Spots, which causes one of the following to happen:
I don't have a problem with stamina in the game now, but the limit of six Getherwings is pretty bad. It's basically just enough to do almost no content, since no one lives life in six hour increments. Use that feedback button!
Maybe it's getting culled out by the amount of stuff going on in the raid? I once saw it freeze one of the little mini volcanos, but I think I had to tap on it to get it to do that.
I've only really used Lily in the raid, and am I missing something with her special? Because I'm not seeing the awesome sigil and giant ice flower thing from her preview.
All we're saying now is the "first half of 2019." We'll announce an actual date when things are closer.
Promotional events have finally let up, so now I can start doing promotional posts again!
Completely free, too!
I'm biased, but I think our free theme is great. Truant Pixel did a really awesome job! Nice art, 2D animation, Kikuta music.
Any plans to add support for giving away lots of keys for the same product? Ideally I'd like to upload a bank of codes and everyone can apply for them, and then they're randomly given out. Rather than asking people to bid on 20 different unique entries.
I went to Funcoland a lot in college. My best purchase was a copy of Gunstar Heroes, which still had the promotional Fruit Roll-up in it. The game was probably 6-7 years old at that point, and the Fruit Roll-up tasted fine!
Really wish I had known this before I bought it, because I was excited to Platinum it again. Also, having spent WAY too much time dealing with Sony release management, duping the original list and changing the platform might actually be LESS effort than using the old one. It’s at least comparable. This was such an easy sales driver, and I’m really surprised they managed to mess this up.
I am about 85% certain that Sugiyama does very little actual composing these days, and mostly directs a stable of sound-alikes and takes credit for their work. So I don't think replacing him would be particularly difficult if they had the political will to do so. It probably won't happen, but it would mean a lot if Square Enix USA issued a statement of some kind.
I'm enjoying the game as I research Calibretto for his appearance in our game, but I have to say... I have never seen a better case study on the importance of good battle music. While the animations and sound effects have good impact, battles just kind of feel empty and slow without something catchy playing behind them. Also, I think Switch is definitely going to be the definitive version of the game. It has some pretty addictive grind loops that I think will feel better on the go than on the couch.
We're at the point where we don't think we can support 32-bit any more, just because we need to access more than 4 GB of RAM. In the final game, the plan is for multiple levels to be loaded at a time so there are seamless transitions between them. Less than 2% of Steam users are using 32-bit Windows. Even if we thought we could make it work, it's still we have to do to support a very small and diminishing segment of the market. It also doesn't make sense to do additional work for the Backer Preview if the final game is going to be 64-bit.
Possibly, be we have a plan if it becomes an issue.
Japanese culture doesn't have the man on the moon, it has a rabbit making mochi. It's the same reason why Sailor Moon's Japanese name is Usagi / rabbit.
We recorded the panel and will be putting it up next week so everyone can see it. Haha, did not expect this. And thanks!
Not too late! Contact BackerKit customer support and they'll be happy to help you out.
I was on Giant Bomb last night with Earl, and figured people may enjoy that. Here's a direct link to our segment: This was an all 505 segment, and we're on with Warren Spector and Joe Fielder from Underworld Ascendent, and Anna Megill from Control. Jeff and Joe were my editors at Gamespot, so we (surprisingly) end up taking a bit to discuss some old Gamespot stories.
No, this is a "fan" animation by one of the Trigger animators on the opening, Takafumi Hori.
Yes, it's a patch for the existing Backer Preview. So load it up on Steam and you'll already have the new one.
This is probably exacerbated by the starting characters, too - Dhar doesn't like her, and Razmi is a constantly sarcastic know-it-all.
I won't be working the entire time, but I'll be there.
Seriously, haha.
Yeah, it came out on June 8th. And it was mentioned on the IGG update and blog post with the E3 trailer.
Yeah, that's fine. Please contact BackerKit customer service and they can help you out.
Outside of the Backer Incarnations and crossover characters, we've revealed the entire playable cast.
"Not fully?" Can you send an e-mail to , because it should definitely be fully localized into German. We haven't populated the game with NPCs yet. That's to say there won't be a lot of NPCs in the more natural environments, like the jungle, desert and caves. But areas like Tai Krung and Iron Kingdom should feel more lived-in in the final game.
You can make out her updated design on the animation stream we revealed her on.
Sorry! It's already a pretty huge cast, and we had to make decisions based on story, etc.
Hunoch and Xiboch don't count?
That's why we did this - to end all the agonizing over who would be playable or not. Which three?
Yeah, we decided to announce this is the last one so people could move on from the handful that didn’t make the cut. I really don’t think anyone can be unhappy about the actual total, though? And I’ll still be posting gameplay and animation updates for the characters we haven’t done that for yet. So still lots of cool stuff to reveal.
I think his project is different than ours, and more focused than ours is. But maybe we'll consider some kind of notice, like "This is a work of fiction, inspired by the cultures and mythology of the world." No one here seems to think we really need to worry about that, though, because this doesn't take place on Earth, etc.
Persona is a fantasy story set on Earth, in Japan, in Tokyo, etc. The high school and some of the districts are completely made up, but it's still recognizably Tokyo. Sherlock Holmes is fiction, set in Victorian London.
I don't know anything about Pehesse's game, so I can't answer that.
We've always said it was set on a fantasy world inspired by the cultures and mythologies of our own.
Jon is streaming some Hunoch & Xiboch animation now.
Sorta funny that 505 Games ended up with two very different crowdfunded Metroidvania games.
If anyone was upset about it, I was planning on quoting your post where you said you wanted us to delay it and blame you for the idea. ;P
Ha, wasn't aware that this was a thing. But we're announcing it because today is Judges Day for us, and we wanted to get that out of the way so the correct date was reported.
The quickness with which everyone zeroed in on his crotch has certainly been amusing to watch. Meanwhile, I'm gay and didn't even notice until someone brought it up, haha.
That is pretty much why we don't bother doing it, even when it would be "easy" like in this case. And complicated palette sectors aren't exactly "easy," either - it has to be pretty precise and it still adds a lot of work, especially if we're talking smaller details. Parasoul's hidden glasses, for example, were apparently a bit of a nightmare to clean up.
The collector's edition isn't available any more - it was exclusive to the campaign. There will be a standard retail physical release, though.
New update - Kaanul monsters! That's why you also get a digital code with the physical purchase.
This is probably not going to seem very helpful, but Tzitzi is pronounced Tzeet-zee.
Haha, man... so many people like you coming out of the woodwork, all of a sudden. On one hand, it's awesome that we're getting more attention, of course. On the other, it makes me wonder if our crowdfunding campaign wouldn't have been so traumatic if everyone had found out sooner.
You are hardly the first person to say this, haha. It was a pretty constant refrain during the campaign. We went with IGG because we had success with them on Skullgirls, and they promised us a lot of promotion and support if we went with them again, as well as grandfathering us into their old rate structure. However, what we didn't know was that IGG hadn't been working on it's brand image at all. And in the intervening years, because of a lot of bad campaigns that wouldn't fly on KS, their public perception was that they were "shady," and that all of their campaigns used the flexible funding model. So we had to do a lot of educating the public about the platform while pitching the game, too. But our community helped out a lot with this, because they're overwhelmingly happy with how we handled the Skullgirls IGG campaign. And the promotion they promised never really materialized, either.
It was a rough campaign - 60 days instead of thirty, and I was honestly an emotional wreck for most of it. After Bloodstained and Shenmue 3, the media mostly stopped covering crowdfunding campaigns, and between the prototype you're DL'ing now and everything we had designed our campaign to generate a lot of media attention. Things improved a lot after we got the prototype out on PS4, because that was a first and thus newsworthy enough for the media to cover. Our fans were even more awesome than usual, though, and did everything they could to generate attention for the game, and I think that played a big part in getting us over the goal and funding the stretch goals we did.
Yes, it's Flash. It's far too detailed to animate by hand, and doing so wouldn't really add much to it. And judging the complexity of this monster's animations from the Idle state isn't exactly fair, or a good way to go about it. The Manote Thiha boss from the prototype was also animated in Flash, BTW, and most people are surprised when we tell them that. It's just more obvious here because the monster's base design is so clearly segmented.
Yeah, it's just too much work to redraw the character to face both ways for very little benefit.
Yeah, sorry for the lack of updates - between GDC, the Game Developers Conorrhea I caught, post-GDC follow-up and working on finishing up the Backer Preview 2.0 Update, just been really busy. Will try to get a full update out next week, but at least some more Trigger pre-pro art. This is a mock-up we've been using to give people a sense of what the Collector's Edition will be like. The artwork will definitely change, but that's all the elements that will go into putting it together.
Sorta surprised almost no one's mentioned the music in the video yet! It's one of my favorite battle tracks, and I chose it for this video because battle mechanics / mechanical sounds. We intend to make the game playable with a fightstick, but I don't think it'll be anything like Sabin's Blitzes.
Sorry, I had to close down all backing in January. I let a few stragglers through, but the time for that has long past. There will be a full retail physical release, though, so the only thing you've potentially missed out on is the collector's edition.
Not finalized yet, but we're thinking probably around the size of a DVD case, and in the 50 page range.
There was never a Wii U version. It was originally PS4, XB1 and PC. Then we announced Switch with last year's E3 trailer.
Jon "Persona" Kim is streaming Kushi animation right now!
Not all - there are a handful of characters that feature more prominently in the story, and they're the ones that will have these.
Boss. I'd say we're trying to keep it pretty breezy most of the time, but it can get serious when things do.
All those sounds are temp, haha. And I can pass that on. Do you find the line colors to be too similar to easily react to?
:X She's in cleanup now, so I'll be posting her when that's done. From here on out I want to post cleaned art only, so we're looking at like an Incarnation a month or so until we run out. Glad you're enjoying it! Personally, I think one of the biggest problems facing the game industry and the lack of understanding, price, etc. is that we've done a terrible job showing how games are made. And that translates to people not fully appreciating the insane amount of work that goes into making a game. We also just enjoy doing it. And we really wish we could show more without spoiling the game.
New update today, featuring the nation of Kaanul!
Brian: "Nah. Maybe 5%." Would have to see the piece you're talking about? Edit: Found it. Uh, no idea who that is supposed to be, since it's (really awesome) fan art. It's not an unannounced character or anything, though. This is the first I've seen or heard of it. And now I wish it wasn't sold out! YUP. He did all the designs, and is doing a fair amount of animation himself.
New update today with info on battle improvements!
More animu pre-production goodness.
Currently aiming for a Fall 2018 release timeframe.
We're still saying Fall 2018, but we'll delay it if we have to.
Today's update is all about Ren! More at the link:
Haha, contact the e-mail address and I can refund one of those.
We've already put out an update that fixed some bugs that people reported. We plan to put out a bigger one in a few months with updated gameplay mechanics, etc.
Launch date parity, yes. Probably no Switch-specific additions. The game is extremely menu-light and touch screen would probably be a slower and less efficient way to navigate what few there are. And historically we've never done anything with rumble because Mike doesn't like it, and I expect that will be the case here on all platforms.
Nope, not yet.
I'm about to press the charge button now.
While everything is locked now, if you need to change anything you can still contact me at indiegogo (at) labzerogames (dot) com and I can address it.
Probably closer to Chrono Trigger.
505 wants us to close BackerKit pre-orders after the 31st, so not even digital pre-orders will be available until 505's own official pre-orders go live.
When we signed him, I said the general sound we're looking for was "Secret of Mana-like melodies with Soukaigi's lushness." Obviously I'm biased, but I think the soundtrack is going to really be something special. I really liked the music in Skullgirls, but I didn't listen to it while working all that often. Indivisible, on the other hand, I probably listen to it more than anything else. Really can't wait until we can reveal some more of these tunes. I've been having Jon tease a few of my favorites on the animation streams lately, to give our most devoted fans a sneak peek.
So we originally started talking to Kikuta WAY back in 2011 when I was at Reverge, the original Skullgirls developer. I was going to lead a project there, and wanted Kikuta to score it. We contacted him through 8-4 and he agreed, and we used a track off of his album Alphabet Planet on the pitch video. But that project was never signed, and Reverge is dead now. When we started pitching Indivisible, we wanted him again. Because not only is his music awesome, he has the ethnic range this soundtrack needs. We approached him again, this time through Scarlet Moon Productions, and the rest is history!
New update today, focusing on Zahra!
Yes and no. There will be a standard retail release of the game, but the Collector's Edition is exclusive to the campaign.
The Backer Preview codes are at the end of your BackerKit survey. And if you ended up with the wrong platforms, don't worry - you can contact me at indiegogo (at) labzerogames (dot) com and I'll fix any issues that arise.
I think it's a huge deal that this is Kikuta's first full RPG soundtrack since... some Shining game that never came out here? And we're talking ~2 hour of Kikuta goodness, thanks to that first stretch goal. And I frequently listen to our game's music while I work, like... for fun. So does Mike. And I have to tell you - when I met him and got dinner with him last TGS, I was just barely able to contain my fanboy. Super nice guy, was fun to talk to. I walked him through the entire game's story so he understood the emotional arcs, etc. and said at the end it was fantastic.
The party select UI is very temp right now. The plan for the final is to show the buttons in the cross pattern, and pressing the button on the character will assign them to that slot.
Backer Preview was released to all backers!
Ultimately that's up to 505. It looks like they do have some games up on there, so not sure how exactly they manage that. If you care about DRM-Free, though, there is a DRM-Free PC option for the physical collector's edition. This is something I would like to do, but it's really going to come down to how much music we need for our game. There's also the fact that anything like that will be subject to approvals. And if we have good places to actually, like, use it in the game.
I will say that I kind of wish the opposite was happening, at least a little. As near as I can tell, Skullgirls backers are among the happiest crowdfunding customers, if not the happiest. We had almost zero complaints from the campaign, and considering how small we are, we delivered on the fulfillment better than some much larger campaigns. While of course a lot of Skullgirls backers showed up to crowdfund Indivisible, the press really never mentioned any of that stuff.
Send me an e-mail at indiegogo (at) labzerogames (dot) com and I'll get you sorted.
This is only the tip of the iceberg. Kikuta's really been killing it.
It did, but it took us a lot longer to get setup in our new office than anticipated and really get to work, and we found that concepting/implementing at the same time was slowing us way down and we had to split them in order to do both right. This is a big game.
We're still implementing some of the cutscene systems, but the plan is to have some short ones in a future Backer Preview update.
Released a new music track today! Yeah, but aside from that our fulfillment went off without a hitch. Nothing like Double Fine shipping their physical copies two years after the game came out, Mighty No. 9 shipping the boxes out a year late, etc.
Ginseng and Honey? :P Currently aiming for Fall 2018.
Slogan for our next shirt?
1. We don't have it running on the hardware quite yet, so no word how the performance is. For what it's worth, we consider this game playable at 30 FPS, unlike Skullgirls. We're going to strive for 60 FPS, of course, but no guarantee that we can do that without bumping the res down, etc. 2. BackerKit Customer Service should be able to help with that pretty easily. Since you're already paying shipping and everything is going out in one box, it shouldn't bump it up again. Also, if you do, please send an e-mail to indiegogo (at) labzerogames (dot) com and I'll make sure you get the bonus Lab Zero shirt.
Yes, you will.
New update, this time on some of the enemies Ajna will face in Tai Krung City!
From Alex: "I saw statues like this a lot when I first traveled to Myanmar for a family trip, and thought they were badass. Also, I wondered why there wasn't stuff like this in something more often? The multi-headed Mucalinda protecting Buddha statues I thought were particularly neat, as well." So Thai, Burmese, etc.
Strange. Can you write up a report with your system info, etc. and send it to bugreports (at) labzerogames (dot) com? Definitely something we'd like to look into.
Please contact me at indiegogo (at) labzerogames (dot) com and I'll get you sorted.
While I wouldn't say we're making a "big push" to hit the final stretch goal, going to at least make sure everyone has a chance to get the exclusive merch! Currently $162k away from hitting it, in case anyone was curious.
We almost got full more character info UI into the Backer Preview, but basically decided to save it just because it was another thing that would have delayed thing. Currently the plan is for each character to have a "hint sheet" giving you a high-level overview, and a more detailed "move list" that goes into the real nitty-gritty of their mechanics. I think that might actually make a pretty good development update post, so I'm going to think about revealing those pretty soon!
Yup. Doubt we're going to hit the last stretch goal, but if we somehow do we need to plan for that, and can't have it pop up any later.
We already have plans to make it so that Area of Effect attacks will show everyone that will be hit.
Can you write it up and send it over to bugreports (at) labzerogames (dot) com? I know we gave up on the Saturn USB pad for our stick driver because it was just sending what looked like garbage. But if you can use it with other DirectInput games, I don't know why ours would be any different. Saw you mention this here and on Twitter, and have put it on the list of something to consider.
1. No way to change the FPS counter position, as far as I know. I'll mention it. 2. Dhar's D. Atk is basically "Earth Install" - adds Earthen power to his next attack for more damage. In the final game, every character will have quick tips and full move lists to explain everything in detail. We're going to have to fiddle with the specific to get it to feel right, but I guess the idea is that whatever Iddhi you have left is halved, probably with some limit, and then you need to fill it up again to revive Ajna. The Iddhi drain would likely be percentage based, so you're always going to get the same number of "heartbeats" before she dies even if you if you don't get any Iddhi. Trying to find the right balance of "this shouldn't be too easy if you don't have a healer" and "making a choice to finish the fight first."
I hadn't, but it's actually a great idea. Since releasing the Backer Preview on Switch now would be a logistical nightmare, maybe repackaging it as a free Switch demo a few months before release would be the way to go. At that point, I feel like the "Backer exclusivity" thing might not be a concern.
Enemy blocking / guard break is coming, but we haven't had a chance to implement it yet. Some of the things you suggested aren't planned, because we're really trying to let players play with the party they want as much as possible. So things like specific monster / elemental / Incarnation match-ups aren't on the table right now. Some Incarnations might be able to respond to some things better than others. For example, we're thinking that Qadira may be able to block magic unlike everyone else.
Since a lot of people are sharing ideas on how things would work if Ajna dies, I'm going to share our current thinking on it. The current thinking for Ajna's death is along these lines:From here, there are three ways to revive her:Basically, we want something similar to VP's system, but because you might not have a healer and we don't have items to fall back on, we needed an additional mechanic to bring her back.
No, it will always be a separate thing. We'll update it occasionally with new things to try out and get feedback on. Still playing with this, but currently the main benefit of this kind of thing is increased Iddhi gain. I've requested that we change the hitspark and/or sound to communicate that those hits are different / better than regular hits. And I passed your other feedback on to the team.
This is probably the single most-tested thing, and this control scheme is the one that has consistently worked the best. Honestly the hardest part communicating it is that it's much easier to do than people think, and they tend to psyche themselves out and act too often instead of just holding it. If you think there's a better way we can communicate it, though, I'd love to hear it. And...
Ginseng and Honey are completely new characters we made. After the campaign we looked at the roster as a whole and realized the game didn't have a strong dedicated healing character, so we created them to fill that role.
Yes. Currently unlocking them, but it'll take a little while - the only reason they were locked last night was in a mistaken attempt to fix the "Pending" issue that was going on for a bit. So I'd recommend trying tomorrow.
Everything you said was excellent, but especially this part - really means a lot to me. Thanks so much for you support and glad we're not letting you down.
Changing it so that Ajna dying doesn't end the game has been on Mike's list since the prototype, it just turns out it's a fairly involved fix. I'll definitely mention that it's something people want to see addressed, though.
Glad you liked it! Now that this is out, we can start layering in some additional mechanics for everyone to test in the future.
All new thing with a new icon and everything.
Please e-mail me at indiegogo (at) labzerogames (dot) com with the e-mail address you backed from and I'll get you sorted.
I believe those are placeholder colors now, and will be adjusted to match the PS buttons in the future.
Looking into this now.
Releasing the crossover characters was a decision both for scheduling purposes, but also so the game can stand on its own before characters from another IP invade it. And a fun way to mix up a New Game +. I mean, 9 crossover characters is a sizable portion of the total playable cast.
Annie will be a post-release crossover character.
Looks like their system chokes a bit if you try to distribute too many codes at once - takes around 10 minutes to put out 4000 codes, and there are over 20,000 Steam codes. Everything should be set except for Steam, which is still rolling out, as it has the most codes by far.
Seems like our audience may have grown a bit since the original Trigger announcement, because the piece of art yesterday seems to be a big surprise to a lot of people. I'd say it's like our second-most popular social media post ever, after the Lanshi GIF.
The game will get a physical retail release at launch, but only in a Standard Edition. You can pre-order the Collector's Edition now through the BackerKit pre-order store, here: It'll look something like this: All the art will change, most likely, but that's the general packaging concept, etc. that's been approved.
I kinda still can't believe we got Trigger to do our opening, haha.
Oh, definitely. But it's just kind of a dream come true. And then kinda, like... Where do we even go from here!?
Thanks so much!
It's being worked on.
Final stretch goal (Multiple Endings, Bonus dungeon) was always intended to be released in a free post-release update. All of the characters you see there will be released as playable characters, also post-release. The current thought is that they'll start coming in from a dimensional portal in Ajna's Inner Realm. There may be a very loose sort of "crossover dimension" story, which will culminate in a boss fight. The rough plan is to release three character packs post-release, each with three characters every three months. The final pack will include the final boss battle. And we're targeting a simultaneous release on all consoles.
I always thought Sangmu looked took much like Carol from Skullgirls, so I was happy they changed her face. She's still very cute, and I think people will agree when her post is ready. - How did you make the images shrink, etc. like that? When I pasted Kampan's image in originally to took up the entire page?
If you look at the videos above, I think you'll see that the game is already vastly improved visually and mechanically. More characters helps a ton, too, of course.
Fall 2018. No plans for a big push. If the Backer Preview coverage, streaming, etc. pushes us over the line, then that's awesome. But we're really focused on just making the game now, especially because the Backer Preview ended up taking so much longer than we anticipated.
New update on Kampan!
Just got word that Microsoft has approved the Backer Preview build on XB1! All that's left now is the store setup and code distribution, so next week is looking good!
Thanks a lot! Really means a lot to us. :)
Yeah, we announced it for Switch around E3 this year. Game has come a LONG way since the prototype, too. Vastly improved environment art (thanks in part to ) and we've made a lot of improvements to the battle system, with more to come.
We originally wanted it out for E3, so... no, not nearly as quickly as we wanted, haha.
Looking at the old art, really the main change was growing her into her arm. The body / arm size differential was much greater before. Nothing about that said "average" to me - she always struck me as being tiny, and I think she is more "average" now than before? (Had the art in here originally, but without a way to shrink it I thought it was kind of obnoxious.) Also, if you hadn't seen Sangmu's updated design from the stream, she got significantly chubbier.
Yes, you can get the Backer Preview. You'll just have to get it on PS4, Steam or XB1 instead. While I sort of understand this sentiment, there really isn't any story content or anything that I would consider "spoilers" in the Backer Preview. It's made up from whatever assets we had available at the time, so not even the monster placement is going to be the same in the final game. It exists entirely to test out systems, look for bugs/exploits, and get feedback so we can improve the game.
Yes, if you back it via the BackerKit pre-order store now, you'll get access to the Backer Preview! Any tier that includes the game, i.e. $30 or above. Note that the Collector's Edition is exclusive to the campaign. While there will be a physical retail release, it will only be the standard edition.
Here's a full version of the image with all the characters. Not actually sure if this was released before now!
Woo, new thread in a new forum! I'll be posting a new content update soon. In the meantime, happy to announce that the Backer Preview has passed Sony US and EU, and we're just waiting on Microsoft now. No promises, but hoping to have it out next week.
Just in case... If anyone bought Skullgirls and didn't get it, etc. please feel free to send me a PM and I'll try to help you out. I expect everyone here to be on top of things, but a few people on FB were complaining about not getting theirs and bad customer service... and in all cases they didn't check their e-mails to provide the necessary reshipment info LRG requested.