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Indivisible is a new game from Skullgirls developer Lab Zero which was announced in October of 2015 with a crowdfunding goal of $1.5 Million, with a promise of an additional $2 Million more from publisher 505 Games if funded. A 2D Action RPG that is currently planned for release on PS4, Xbox One, Windows, Mac, and Linux, Indivisible is a great looking game that I was eager to get my hands on the prototype for.

To start this preview off with a bit of honesty, and subjectivity, I have to say that I didn’t take much note of this game’s campaign until recently when the prototype was released on Steam. I’m now quite glad that it crossed my radar, because for a prototype for a game that’s in the middle of crowdfunding, it’s a well polished and complete demo experience. Sure, not all the features promised are there, but that’s to be expected, and I enjoyed every minute of my multiple playthroughs of the prototype version. Let’s hop into it, shall we?

Indivisible Prototype Scenery 1

Once you set up your controls, you’re dropped into the game, featuring what can only be described as a fantastic art style. The thematic style of Indivisible is inspired by Southeast Asian Mythology, but the team at Lab Zero has explained that the game will draw from a wide range of styles and inspirations from numerous mythologies, all with their own unique designs. The prototype drew primarily from Southeast Asia, as expected, but the screenshots from the IndieGoGo Campaign also show some really awesome designs that should be a treat to explore as well.

Indivisible Mythology

You play as Ajna, a young martial artist whose home was suffered a bandit attack, during which she discovered she has the power to “absorb individuals into her being” which we have come to learn are Incarnations. These Incarnations allow her to use their strength and learn new abilities, essentially accompanying her into battle during her journey.

Indivisible Incarnations IGG

The Incarnations are what really make this game interesting, and while the prototype only gives you the ability to play with three of them, it’s a fantastic taste of what’s to come when the game is finished. Essentially, the Incarnations are “party” characters that appear when it’s time to fight, aiding you in battle with their own special skills and abilities. From what’s shown on Lab Zero’s site, there will be 26 Incarnations to encounter and “absorb” so that they can join you on your journey, all of which have their own backstories and abilities that make them unique and important to Ajna.

While Indivisible is classified as a 2D Action RPG, the world is presented to you as a sidescroller in which Ajna can run, jump, dash, and more as she upgrades her martial arts skills weaponry by encountering and fusing with new Incarnations. The prototype gives you access to a number of Incarnations and abilities that Ajna doesn’t start with, such as wall-jumping, axe wielding, and more, so you get a good taste of some of the cool things Ajna will be able to do as the game fully progresses.

Indivisible Prototype Axe Climb

Axe Climbing

If you’re not exploring or making your way through the various environments on your journey, chances are you’ve been launched into battle with one of the many enemies that you’ll come across. In the prototype you get access to a full party of Incarnations pretty quickly, and it gives you a great sense of how well built the Valkyrie Profile-inspired battle system is, because the battles are fast-paced and turns are conducted completely based upon if a character is ready to attack. The control scheme is simple as well, mapping one button to each character with the directional buttons adapting the type of attack done, so if you press “up” with a particular character, you’ll do that attack with them.

Indivisible Prototype Double Enemy

Once you get the hang of it, you can treat your party as a “single, customizable fighting game character”, because as you learn strategies, action recharge timers, and Incarnation combos, you can string together unique attacks to get the most out of your battle rounds. While the prototype automatically gives you access to more attacks as you upgrade your Incarnations (and Ajna), you’ll be able to attack multiple times per turn, which is extremely helpful in building up your Iddhi Meter.

The Iddhi Meter was the game mechanic that took me a bit to realize how to utilize to its full potential, because if you play it right, you can really maximize its use, especially when it comes to how it heals you when the battle ends (The more the bar is full at the end, the more healing!) Iddhi is used to cast spells between actions, block incoming attacks (whole party block uses it up faster), and execute each character’s super attack. While the prototype didn’t allow you to unlock Ajna’s full super attack, the use of the Iddhi Meter and super attacks that was shown demonstrates that party composition will be extremely important, because you may need a certain super or Incarnation for certain fights.

Indivisible Prototype Final Boss

The one main thing that the Indivisible prototype didn’t touch on that I wish it had was character progression, the planned mechanics laid out on the IndieGoGo are very intriguing. Experience points will be earned, but the stat bonuses gained from leveling up will be pretty small, will the main boosts going towards HP and Action recharge speed, reducing the need to grind and really focusing the game on exploring, discovering, and upgrading your Incarnations and Weaponry in your Inner Realm. The Inner Realm is a really neat mechanic, essentially taking the “central hub” and making it accessible anywhere to the player to be able to interact with their incarnations, all of which serve a purpose within it. This could be to give you side quests, remind you what to do, or serve a non-combat purpose such as an armorer or blacksmith. Definitely a unique and welcomed approach to character progression.

Indivisible Prototype Scenery 2Indivisible is an ambitious project, but from what I saw in the prototype and with how incredibly well-formed and polished it was, it’s a pretty safe bet that Lab Zero can get the job done if they can get the funding they need. If you’re on the fence about pledging to the game, I can’t recommend playing the prototype enough. Good demos are few and far between these days, especially for games that haven’t even begun full development. Now, if you’ll excuse me, I’m going to go play again.

If you’d like to check out more about the game and download the Prototype, check out Indivisible’s IndieGoGo Campaign. At the time of this writing, the campaign is about $195,000 from reaching its $1,500,000 goal.

The author previewed this on a MacBook Pro 15″ using the keyboard mappings, and then beat it again on the PlayStation 4. Both playthroughs took approximately an hour. For full disclosure, he has now backed the campaign at the $30 tier.

More About This Game

Rutledge Daugette

Founder & CEO

Founder of TechRaptor with a love of video games (B.S. in Game Programming) and technology. Started TechRaptor to create a place where people could come for quality content.

  • Zepherdog

    I still can’t stomach this game, as much as people have been trying to promote it as the next big ‘indie’ thing. Artwork, character and environment design all look bland and uninspired,as if they took the first idea they got and stuck with it instead of iterating on it and polishing it, and the gameplay is pretty much Valkyrie Profile, just far less compelling.

    It doesn’t help both that the devs are asking for so much money (Dragon’s Crown, a far more beautiful and compelling game, was made with a budget of $1m), and that they’ve also come forward lambasting and patronizingly disowning their own (former) fan base because of social justice nonsense.

  • I don’t profess to know much about game budgets, but from what I’ve read the game isn’t slated to be completed until 2018, so a budget of $3.5m total doesn’t surprise me too much these days, especially if you factor in voiceover work, artwork, sound work, backer rewards, etc.

    If I remember correctly, one of the Skullgirls characters was crowdfunded for $150k to design, and if you factor in the amount of time it will take them to balance out and ensure the fighting system and Incarnations work well to gether, it’s probably pretty costly. I’m going to be reaching out to them for an interview after the campaign is done, so maybe I’ll ask some of the questions I have!

    As for the Social Justice/disavowing stuff, I know nothing about that, I just really enjoyed what I played 🙂

  • It’s actually “Ajna” ^_^ Not the first to get it wrong.

  • Ninja

    “they’ve also come forward lambasting and patronizingly disowning their own (former) fan base because of social justice nonsense.”

    ??? What? What in gods name are you talking about?

    I am seriously confused by that statement.

  • Laytonaster

    You’re not the only one.
    I think he’s determining that based on the designs of the characters. Honestly, it doesn’t come off as SJW-y as it comes off kinda shonen-manga-y (y’know, absurd characters with crazy handicaps and yet they’re stronger than the hero).

  • Lex

    Well, art is almost always very subjective, I personally really like the monster and incarnation design. The gameplay is significantly different from VP though, saying that they are the same is like saying that Mario and Sonic are just reskins, it is just stupid (also, comparing the combat systems of a finished game and one which hasn’t even started development is pretty unfair).

    They’ve explained the budget multiple times, so unless you are proposing that they work on minimum wage or just lie to you about how much game development actually costs, not much to say other than “Game development is expensive, do the math”. Also, Dragon’s crown doesn’t hand draw each frame, it is closer to flash animation (but more sophisticated obviously) than what Lab Zero does.

    Not sure what you are talking about with that whole social justice stuff, care to clarify?

  • Oh, balls. That’s 100% my mistake. Fixing now!

  • It’s fine XD At least you didn’t spell it “Anya” at one point.

  • Great clarification, I didn’t realize they were hand-drawing each frame. That would certainly increase the budget in a big way.

  • Haha, that would have been terrible! It’s all fixed now! I think I spelled it the wrong way once, and then my brain just stick with it, haha

  • Dom The Elegy

    What exactly did Lab Zero do to you for you to say all this baseless shit? You can’t drop accusations like that without any type of source.

    Also it’s clear that you don’t understand gaming economics but that’s a whole different topic.

  • Sebastian Mikulec

    Best of luck to them, I enjoyed Skullgirls. As for the prototype, I played it but never finished it because I was so bored. I thought the combat system was interesting it just didn’t gel with me for whatever reason. I thought the metroidvania exploration part of it was flat out awful.