Reviews from

in the past


One of the prettiest pieces of shit you'll ever play

I'm gonna be honest, I was having a lot of fun with this game, but I am absolutely horrible at platforming and this game just keeps ramping that aspect up as it progresses. I hit a roadblock that I just could not overcome, and I don't know if I'll ever be able to get past it. 2D platformers are my literal gaming kryptonite, so this is an actual skill issue.
I'm shelving this for now, because it is a lot of fun, but like damn bro, can't platformers have an easy mode option?

Why do the enemies have SO MUCH HEALTH

"Indivisible" segue a história de Ajna, uma personagem que é descendente de heróis que selaram uma força sombria há 16 anos. Sua vida cotidiana em uma pequena vila é destruída quando um exército ataca e destrói a vila. A vida de Ajna é poupada quando ela, de alguma forma, absorve um dos atacantes, transformando-o em um aliado que é obrigado a lutar ao seu lado. Usando seu novo poder, Ajna parte em busca de vingar sua casa.

A história, no princípio, vai parecer bem genérica, mas ao longo que o jogo se passa, ela vai se demonstrando cada vez mais intrigante. Além disso, o jogo é parte 2D, possui uma pegada JRPG e uma pitadinha de Metroidvania. Ajna começa apenas com a habilidade de pular e deslizar, mas à medida que o jogo avança, ela desbloqueia novas habilidades, que vão desde a capacidade de usar um machado até o poder de se teletransportar para inimigos e criar barreiras em paredes com espinhos. Há uma enorme quantidade dessas melhorias, e você continuará desbloqueando novas habilidades até o chefe final.

Eu adorei a jogabilidade de plataforma presente no game. O jogo começa bem devagar para não dizer básico, mas ao longo que você avança, mais fluida e divertida fica a nossa gameplay. Ele realmente proporciona um excelente senso de progressão. O sistema de combate em Indivisible também se inspira muito em JRPGs como dito antes. Quando você entra em combate, é jogado em uma tela 2D. Você tem um grupo de quatro, cada um ligado a um dos botões do controle. Pressionar esse botão faz com que o personagem ataque. Cada personagem só pode atacar uma vez no início, mas à medida que você avança, eles desbloqueiam até cinco ataques seguidos cada um. Uma vez que um personagem tenha atacado, eles têm um período de recarga, que é determinado pela velocidade do personagem e qual ataque eles usaram por último. Os inimigos seguem as mesmas regras, mas enquanto estão atacando, você tem a chance de bloquear em um mecanismo de defesa parecido com Mario RPG. Acerte o tempo corretamente e você sofre dano reduzido ou nenhum.

Outro ponto legal sobre Indivisible é que você tem uma enorme seleção de personagens, mais de 20 se você encontrar todos os recrutamentos secretos. Cada personagem joga de forma diferente. Ajna é direta com combos básicos e não pode sair do seu grupo. Dhar, seu primeiro recruta, causa muito dano. Conforme você avança, os recrutas se tornam mais diferenciados. Não são todos os personagens que são igualmente equilibrados. Alguns são incríveis e outros bem ruinzinhos, mas há uma variedade bem legal a ponto de você gostar de quase todos.

Para mim, o maior problema com o sistema de combate e o jogo tem é que, uma vez que você chega na metade, ele rapidamente se torna cansativo e repetitivo. Toda luta, incluindo as lutas contra chefes, se resume a mandar ataques o mais rápido possível, e nenhum inimigo depois de um tempo dura tempo suficiente para atacar. Quando cheguei ao chefe final, eu não tinha realmente participado de uma luta que durasse um tempo legal. Ele mais se parece com um game que de fato lembra um Metroidvania do que propriamente JRPG, já que essa parte claramente é deixada de lado ao longo do game. Isso é decepcionante por várias razões. A principal é que claramente o que faz você se apegar ao game logo de cara não é o Metroidvania, e sim o JRPG, e como eu disse antes, nem todo personagem no game é balanceado. Quando você encontra um combo de personagem certo, já era, o jogo fica muito mais muito fácil e seu dano é absurdamente alto, literalmente tudo que parecia importar no jogo era personagens de dano, não é à toa que depois de um tempo eu simplesmente abandonei os personagens de cura, pois parecia sem sentido ter um.

A outra parte decepcionante é que as lutas contra chefes, que eram o ponto forte até metade do game, são significativamente enfraquecidas por conta dos fatores citados acima. Na primeira metade, as lutas contra chefes são muito legais e envolvem muito combate e plataformas. Na segunda metade, os outros chefes foram derrotados tão rapidamente que ficava sem graça.

A triste verdade é que Indivisible parecia ser um jogo muito marcante como indie, porém quando chega metade do game, fiquei desapontado porque tudo o que amei na primeira metade simplesmente sumiu. A parte de plataforma é divertido, realmente me agradou bastante.

Uma coisa que eu achei lindo no game foram suas animações e seus gráficos. Os cenários, personagens e praticamente tudo estão incríveis aqui. Há muitos detalhes presentes no game. A única verdadeira decepção sobre os gráficos é a falta de variedade de monstros. Mesmo levando em conta variações de cores, a quantidade de inimigos se repete demais no game.

Indivisible, no geral, é um bom game. A primeira metade do jogo é emocionante, envolvente e faz um trabalho fantástico de mesclar jogos de luta, Metroidvanias, plataformas e RPGs. Infelizmente, a segunda metade só consegue acertar nos aspectos de Metroidvania e plataforma. Como está disponível no Game Pass, eu realmente recomendo bastante que joguem ele.

Pontos Positivos:
- Ampla variedade de personagens
- Gráficos interessantes pela proposta do game
- Gameplay intrigante até certo ponto.

Pontos Negativos:
- Enredo previsível
- Dificuldade deixa a desejar

Versão utilizada para análise: Xbox Series S

I like this game but only in the same way that you like a really dumb ugly dog.

It is supremely unbalanced, unrefined, and unfinished and it is a shame that it will never get any of the fixes it deserves because Mike Z had to be a fucking embarrassment.


This game surprised me on multiple occasions. The gameplay is like nothing I've seen before (in a good way) and the artstyle amazing.
Character designs are kinda weird but still charming and I'm sure they have some sort of inspirations behind most of them.
The music wasn't bad and always fit the setting or scenario but it wasn't memorable to me.
Story was deep but lighthearted when it needed to be.

Indivisible is a messy, beautiful game that had so much wrong with it and so much right. It is so unfortunate that it got fucked over so badly because you really can feel all of the passion and love behind it. The arcs of characters like Dhar and especially Ajna are genuinely really, really good. The art direction is a little all over the place, but it’s weirdly charming. The music is good, and so, conceptually, is the gameplay (and in execution too, mostly, except that it can be a slog sometimes). I don’t know if I can call the game good or not, but I really do want to encourage people to play it! At the very least, I want others to agree with me that Indivisible deserved so, so much better.

Finally sat down and played this game. It was fun and enjoyable. The story was interesting, the art was wonderful, and every character felt fun and unique (in and out of combat).

Only complaint I have is that the beginning felt rushed and introduced so many characters. I couldn't get a feel for a character because the next one was introduced shortly after. I had to decide if I would change up my party 15 minutes after the last character was added to my party.

Also the final boss was a little frustrating lots of trial and error.

This game has had so much potential. The combat rules. It's so unique, it looks great, it feels great, it just rules. They thank the Street Fighter 3 artists and animators in the credits and you can see and feel the influence. They did a good job of making any team composition viable—maybe too good of a job? Should I be bummed they're isn't a definitive best comp (unless you're speedrunning)? You have a LOT of options for combat and everyone levels up at roughly the same pace, which makes leveling up pointless but opens you up to experiment the whole time if you want.

The characters really carry the whole experience. Though some of them are more endearing or interesting than others, all of them look cool and have beautifully animated movesets full of clever details and personality. The characterization and VO is really top-notch, with a bunch of unknown-to-me actors in the lead roles, and Star Trek: The Next Generation's own Lieutenant Worf, Michael Dorn, as Ravannavar, the boss of the first 1/3 or so of the game.

The platforming aspires to Metroidvania but we don't quite make it there. The movement never really feels fluid and the maps are difficult to navigate. Everything looks the same, getting from one end of a map to the other takes forever and the minimap is not helpful. They tried to do linear paths through big sandboxes but they should have picked one or the other. The settings are cool and exciting but moving through them was my least favorite part of the game.

One of the things that makes this game so compelling is that you can see the ambition, you can see the lack of resources, you can see that they had a vision and some of it really works! And some of it doesn't. Like why go to the trouble of making an innovative, gorgeously animated combat system and then make combat so infrequent after the first half of the game? Why have exp at all if it doesn't really do anything? They tried to cram so much stuff in and while i love that ambition—doubly so because some of it is realized—it just needed more time in the oven. It's a shame what happened with the studio because a sequel could have been something very special.

This was my second playthrough and I finally put down Qadira and Tungar to try Nuna and Ginseng & Honey. I'm not sure you really need a healer or support characters at all to be successful in this game but they're just adorable so we keep them around. I also enjoyed playing with Thorani a bit, she has fun mechanics. Maybe next time I'll finally figure out Zebei, Baozhai or Kushi. Razmi still rules.

Since I always likes Skullgirls and most of the creative designs behind it, some time ago I got this thing out of my chest and tried Indivisible.

I was kinda scared to try it because I mostly heard bad things surrounding the controversies for the main artist behind the project (the reason why Lab zero itself shut down)

Though I gotta say, it still feel like the rest of the team put a lot of love and effort behind this work.
You can feel there is a lot of heart put into this little gem, not just from the developers, but also from the people that supported and kickstarted the game, wanting to see this project realized.

It is a weird mix of platforming and rpgs like Valkyrie Profile, a gameplay formula that can feel off putting and a bit repetitive, but it still works pretty well. Stunning animations (even made by Studio trigger of all things) and a really fantastic cast of playable characters.

It's not really that long and the controversies around the studio hurt especially the final section of this game (that doesn't feel unfinished but you can feel they miss something, including a bug that literally blocks you from completing a quest for an extra playable character). There were even supposed to be updates with indie guest characters that never came out, which is a big shames that hurts what could have led to a lot of needed fixes and huge improvements for the title.

But overall.... yeah I honestly really enjoyed.
I still recommend it despite some of its flaws.

I had a lot of hopes for this one but alas it was met with disapointment. First off the art and animations is fantastic, lets get that right. I love the design for Ajna but honestly she is a pretty terrible main character. Battling is okay nothing special. The story is really awful and forgetable. Traveling around the world is alright but there really isn't much to do. As pretty as it is it's a really forgetable game.

Platinum # 103

What if a JRPG was made by fighting game devs?

Really fun to play, though the balance is a bit punishing for folks without perfect reflexes, near the end of the game.

Also incorporates Metroidvania exploration.

Cool story, great art.

Fuck you Mike Z

i used to rly like this game but the more of Lab Zero is shown at it's true colors, and the more i think about it, the more it feels like lost potential squandered all over the place

really enjoyed playing this, fun litle side scroller game, wasnt that hard to do, can be challenging in certain areas but its good fun.

only one thing i dont like is sometimes trophies dont seem to pop so it might mean you need to restart the level again.

I love this game for what it could have been, not for what it is. Please someone pick this concept back up and make it a full experience

Backed it on indiegogo and forgot about it until I got the email proclaiming its release. Imagine my surprise and then I played it.... It felt unfinished, the platforming was very rough around the edges, messy battle transitions abound. The world was colorful the characters vibrant, but the writing underwhelmed me more often than not. It felt like the devs had to waste a lot of time fulfilling all the backer incentives. Not to mention the one area where the primary enemy was hostile drug addicts. Really insensitive portrayal.

2 stars. I wanted to like it but ultimately it failed to come together.

Indivisible borrows some of its gameplay and exploration elements from Valkyrie Profile. You have four party members at a time that perform different actions when you push the button assigned to their location, they might do low attacks, juggle enemies, normal attacks, place traps, heal, buff, etc depending on who the character is and many of the characters have a special attack where you use a meter that charges as you do damage and block. Some combat elements are similar to the Mario RPG games, you push the button assigned to a character about to get hit to block and blocking right before being hit will block more damage, some characters have actions that are improved if you continue to push their button at the right times. When you explore you can wall jump, use your axe to pull yourself up walls or smash weakened floors, a bow can hit targets as well as creating paths by stunning enemies or turning spiked walls into vines, your spear can launch yourself up into the air or be used to bounce on and near the end of the game you can dash forward in the air.

The game starts out quite well, maybe going a bit too far into the jokey territory a lot of indie games do, but the combat is enjoyable, animations look great, and you quickly gain new characters with their own way of fighting while being introduced to very different areas and enemies. It is unable to keep up this momentum though as combat becomes extremely tedious, always being easy while often having enemies with large health bars that need to have their guard broken, making the fights take even longer. Your characters will never learn any new combat moves and variety will come from swapping party members with the game's fairly large cast, though many of them are going to obviously be weaker than others. Characters focused on healing will basically never be as useful as other characters because there is just no reason to have a healer in the party, even in the off chance you need one the main character is capable of healing and reviving everyone. There is no equipment, accessories, or items to find giving even less options for combat and making map exploration often quite dull. The only things worse looking for on the map are red jewels that can be traded in to increase your defense or to give everyone an extra attack option (starting with 2 and getting up to 4). These don't give any new attack options, typically just making the already easy game easier.

The exploration elements worked in a game like Valkyrie Profile because you were often seeing new areas, finding useful items, and training a mostly constantly changing cast of characters. Here most of your time will be traversing levels, often going back and forth to the same areas, and it all just feels like busywork. You won't be finding anything useful, it takes no real though to get to hidden areas, and it provides no platforming challenge. Near the end of the game you are climbing to face the final boss of the game and it just keeps going and going, and throwing more repeated simplistic rooms at you to the point I thought I would have had to have been almost done on three separate occasions. It long passed the point where I could have seen it as anything other than padding out the length of a pretty short game.

Many of the characters join you automatically and everyone is fairly likable as far as being at least mildly entertaining goes, but they never evolve beyond being anything but one note with the exception of the first character you get. The main story is focused on the personality of the main character rushing into battles focused on her ideas to try to help people that usually just make everything worse until she starts listening more to her companions and the people she is trying to help or fight against. It gets a lot of focus all throughout the game, it just isn't very interesting. The factions and story of each area are even less interesting as they just don't have much time devoted to them. Side characters you recruit will rarely ever say anything once they join you which is unfortunate.

At one point of the game it needlessly splits into three separate locations you can sail through which waste time by locking upgrades needed to pass certain islands onto other ones. Some of these upgrades are things you should have been able to do the entire time but you just don't think to do them or aren't told about them by characters until you get to a certain point, and there's no real reason to backtrack for hidden areas since all you might find are more of the red jewels. Being split into three areas also obviously comes with unbalanced enemies and bosses, in this case with them all being far too weak to pose any challenge. This portion makes up about half of the game's length.

I ended up having to turn the music down, the music is decent but some of the tracks are so short and repetitive that I started to get a headache from hearing it over and over while traveling through each area.

Some of the reviews seem to be saying that characters haven't been released yet, limited and uninteresting side quests aren't complete, and that the game is so easy because they didn't have time to playtest a lot of the later content, all that combined with the game just doing a very poor job of explaining some mechanics to you and not even telling you how to do some platforming moves at all, leads me to believe it.

Screenshots: https://twitter.com/Legolas_Katarn/status/1200228710630084608?s=20

Where it Shines:
Art Style - 7/10
Characters - 6/10
Representation - 6/10

The Good:
- Characters are interesting and plenty to unlock
- Metroidvania + RPG turn based combat is a very unique style that has potential
- Voice acting is decent
- Art style is really nice, colorful
- Story is half decent

The Bad:
The most major thing to note with this game being lowly rated is how the dev fucked over the project. There are entire sections of the game that are just unfinished and still have quests or dialogue prompts, but you can't progress or do anything with. It's depressing. That said, the game needed a lot more work and love:
- repetitive combat with samey enemies
- clunky controls and platforming, which is a no-no for metroidvanias
- half ass executes jrpg combat and platforming, doing neither all that well
- seems like it has way more depth (and probably may have eventually gotten there if not for the dev), but in reality is just unpolished.
- Priced at 50 bucks new is insanity
- plenty of bugs, particularly with enemy ai pathing

Summary:
Indivisible was a game I really, really wanted to like more. On paper, it seems like a great idea for a game. It's got the potential to combine to genres that don't really go together that often, had a charming cast of characters and endearing story, and a great art style. But you can see the holes in the project where the dev fucked the project over, rushed things, and just said "ah fuck it". It's a real shame, because this game, if given some more time in the oven, had the potential to be one of the most unique games I've ever played and a solid 4 out of 5. Would I recommend it? On sale, or on gamepass, sure. But go in with tempered expectations.


Note on my ratings:

Treat my stars like Michelin Stars - just having one means the game is worth playing in some way.

1/2 ⭐: hot trash garbage, since you can't do zero stars here
⭐: below average, needs work
⭐⭐: average
⭐⭐⭐: pretty good
⭐⭐⭐⭐: excellent
⭐⭐⭐⭐⭐: all time favourite

I have a serious love-hate relationship with this game. I initially enjoyed a lot of things about this game starting—with the characters, the combat, the environments, etc. The anticipation for what was to come, especially seeing the gameplay demos years before. After playing it, I felt unsatisfied. The game felt very unfinished and was a fragment of the potential it set itself to be. Most of the cast was one-dimensional (the exceptions being Ajna and Dhar), the story is lackluster, and the gameplay can get repetitive & boring with nothing to spice it up a bit.
I know of Mike Z's tom foolery and how it led to why the game ended up like this. I still had fun and appreciated what was there, but it had HEAVY flaws.

waste of great ideas
I didn't played it as much as I liked before writing the review but I really wanted to refund it as soon as possible
the first minutes of playing the game was so horrible, I was really tempted to quit right there
the game takes itself seriously, but the game itself lacks depth and ends up being bloated and generic
Ajna, the main character is annoyingly cliche and I get a lot of "generic shonen protagonist" vibe from it, the story overall seems meh (from what I realized) the combat has a interesting "fighting game" like mechanic which considering that lab zero also made skullgirls, one of the most complex team fighting games on the market, Indivisible's combat is painfully basic.
the platforming is satisfying but not anything ground breaking, the constant tutorial pop ops can be annoying at the first hours especially when it's telling me how to slide for the third time
the voice acting is great, there's some minor sound balancing issues and the fact that you can only hear characters on right with your right ear and vice versa.

very mediocre/10
can be fun with co op but I don't think it's worth it regardless

I would die for Razmi and Team Idiot.

The games combat is super cool and really fun to mess with, I just think there are a few annoying enemies and all enemies are kinda damage sponges. The story and character writing is perfect tho and kept me in it for every second of it.

i was really excited for this game and then it came out and i played it for a while and was whelmed as fuck

mediocre combat, by the numbers forgettable metroidvania exploration, and a muddled plot. could've been worse, but there was a lot of potential squandered here.

This game would've been really good if it was 15 hours shorter

Awesome game, VERY much in line with Valkyrie Profile, it shares the same kind of controls and story beats of gathering souls as your party members. the fighting is very involved and has moments of challenge. The music is very fitting, the art is beautiful, the voice acting is very good, a lot of care was put into this game when it was made, it's only downside if any, is the platforming isn't tight and needs some work, granted you get abilities to make it easier but it's late at that point.


En su momento cuando me lo pasé la sensación era agridulce pero positiva, especialmente considerando que las asperezas iban a ser arregladas.

Faltaban dos personajes por meter de la historia principal, más los de Cross Over y aquellos por lo que los fans pagaron bastante pasta. Por no decir bastantes bugs.

Entonces sacaron un DLC de relleno de 0 esfuerzo (un gauntlet) DE PAGO mientras nada de eso había sido resuelto.

Entonces se canceló todo lo que iba a venir. Cosas que iban a estar de salida. Que DEBERÍAN estar de salida.

A dia de hoy prefiero que me metas un tiro en el pecho mientras me duchas con ácido antes de acercarme a 10 metros de una consola con Indivisible ejecutandose.

Es que me cago en su putísima madre.

Combat is really cool and interesting for an RPG, and the platforming part of the game is also shockingly fun. Each character has unique abilities that let you think about potential follow-ups or combo starters for other characters, and it can make fights feel that much more diverse with a different team composition (sorta similar to skullgirls haha wow !!)
Love the art, love the story, and especially love the characters and their interactions, with Thorani and Razmi probably being my favorites.
Unfortunately, and I can't tell if this is the game or just my PS4 being a dusty old bastard, but it did have quite a bit of trouble loading new areas later on, even causing it to crash once. I guess it never caused too much harm, since I tended to save at damn near every opportunity, but it still got a bit annoying each time it happened.

Very cool game, 9/10, fuck Mike Z

i played this game 3 years ago and i still think about it all the time. and by "it" i mean Razmi

It is hard to talk about this game without talking about the downfall of Lab Zero. It is horrible what happened to the devs and truly a shame how one dickhead can sap the soul out of the production for such a promising game. Sad to see lab zero go, but so excited for Future Club to be able to continue being legends without the deadweight.

With that being said, let's start by saying that this is one of the first games I have ever backed. The concept, the music, the characters (Rip best boys Tanaka and Kogi), the story and the promise of lab zero going off the wall? Not to be too dramatic, but it was like a dream come true. Plus it was a platformer RPG! Having always been very bad at fighters, I finally had a chance to try out their games and not suck!

Few times have I experienced a roller coaster like the excitement I had for this game, playing the demo and reading the backer updates to finally land in grief after playing the finished product. The weirdest thing was: The game wasn't like bad bad, but somehow that was worse. It would've been so easy to just go Shit Sucks and move on, but because it was passable and fun at times, it really hurt when it wasn't.

The Art (character design, environmental work, animation and music) and Gameplay (specifically the fights) were fun and amazing to experience. The game was dripping with so much style and charm that the downstairs neighbor sent in a complaint about a leak in the ceiling. The mission to also have a practically everything-but-western cast in a SEA fantasy setting? My toasted sesame ass could not believe how much I needed to see that.

Admittedly it has been a bit since I played this game so take this with a grain of salt, but the writing and general level design... was fine, I guess? Certain character moments stuck out and I remember that spectacles fell just a bit short in execution, but that's kind of it. The platforming and navigation through areas was, despite movement options and amazing environment art, not that enticing and kind of a slog.

Because of this, most of my enjoyment of the game was exploring the environs, recruit characters and see how they worked in fights and begrudgingly go through the world to accomplish story beats that were just kinda bland and predictable.

Weirdly enough, even with all that, I don't regret backing the game. Yes, the final product is far from ideal and seeing the potential melt before my eyes was devastating, but the world would be duller without it. It is rough around the edges, but succeeded by giving us a colorful and bright world, inspired by all corners of ours. For what it's worth, after all these years, I look back on this game with a bittersweet fondness and grateful to the devs who stuck through it to make it happen.