Finally… the moment many of you have been waiting for!
Indivisible’s battle system is very much inspired by Valkyrie Profile’s, but we’re leveraging our combat expertise to make it more active and give it even more depth and customization.
This is obviously still work-in-progress, but it’s getting close to being done.
If you’re not familiar with the combat in Valkyrie Profile, each character in your four-person party is mapped to one of the face buttons, and tapping a button will make the corresponding character attack.
Essentially, your party functions as a single, customizable fighting game character – the key to success is mastering your party’s attacks to create combos, and experimenting with new Incarnations and attacks to make the most out of every round.
However, unlike Valkyrie Profile, Indivisible’s battles are not strictly turn-based. We’re taking a more active approach, where characters can attack any time they have actions available. Actions recharge in real time for you and your enemies, so waiting for more characters to be able to act at once allows for bigger combos and gives you more strategic options, but also leaves you open to attack from your enemies.
In addition to the basic controls, as Ajna develops an affinity with her weapons and Incarnations, new attacks will be unlocked. The additional attacks are be activated by tapping a button while holding either Up or Down on your controller. Some of these attacks are powerful and will slow down your recharge rate, especially if you use them in succession.
It should also be noted that attacks are also not limited to just hitting the selected target – every attack’s range extends into the Z-axis, and any enemies in range will be hit simultaneously! Depending on the enemies’ positions, whole groups can be taken out at once with a few choice attacks.
Furthermore, as you upgrade your party’s weapons, they’ll be able to attack multiple times per turn, giving you more options than ever before. In the playable prototype, we’ll be faking this a bit through leveling up, just to give a sense of what progressing in the will be like.