Platforming and Exploration

In this second installment of the Indivisible devblog, we’re going to give you an early look at how exploration works in Indivisible.

As we’ve noted in the past, two of our main inspirations are Valkyrie Profile and Super Metroid. Valkyrie Profile is a side-scrolling Japanese platformer/RPG, and with Indivisible we’re building on the platforming with more open environments, and progression through acquiring new weapons and traversal abilities.

Here’s an early video showing Ajna running and jumping through a very early version of the prototype environment.

Don’t worry – when we release the prototype, everything you see here will be modeled and textured!

By default, Ajna has the following actions available to her:

  • Run
  • Jump
  • Crouch
  • Wall Jump
  • Attack
  • Change Weapons

Midway through the prototype level she’ll acquire an axe, granting her two new abilities:

  • Cutting down obstacles
  • Axe hang / climb

In order for Ajna to use the axe she’ll have to equip it first using the (obviously very) early equipment menu.

This is just a small taste of what we have in store for the exploration in the full version of Indivisible. We’re planning to give Ajna five weapons total, all of which will have multiple uses as you explore the game world. In the prototype, Ajna will just find the Axe in the temple she’s exploring, but in the full game she’ll will gain weapons by fusing with Incarnations proficient in those weapons, which in turn let her manifest them herself.

Next week we’ll reveal the second Incarnation joining Ajna in the prototype, so keep an eye out for that!

And for the latest Indivisible information, animated GIFs and concept art, be sure to follow us on Facebook, Twitter, and Tumblr!


2 thoughts on “Platforming and Exploration

  1. Does the weapon selection menu freeze time to make it easier to chain actions? Like I could imagine a situation where I would need to jump, hang onto a wall, jump again, and then glide to a platform (like with say, Aria of Sorrow’s Flying Armor). A more complex chain than this would be really tricky to pull off if you didn’t stop in the air during weapon selection so I’m curious.

    • Weapon selection pauses the game in exploration, but not in battle.

      In the prototype you won’t be able to change weapons mid-battle, but we intend to let you do that once free at the start of every battle in the final game. After the first turn, though, it’ll use an action to change weapons.

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