Indivisible is an action RPG and Metroidvania game from the same team as Skullgirls. I didn’t personally back this game, and I haven’t been keeping up with it, but from a distance, it always seemed interesting. So I decided to give the prototype demo a try on Steam to see what my thoughts were on how the game was shaping up.
One of the things I loved about Skullgirls was its animation, and I can say the same here. In Indivisible, all of the characters’ attacks are vibrantly animated, and I’m happy to say that the looks of the characters feel very unique. I love the quality of the sprites in this game, it makes the game look and feel vibrant and fluid. What doesn’t look as vibrant, however, is the 2.5D backgrounds. The textures are pretty low res, and while I understand that it is probably because this is a demo from a proof of concept, it is a bit distracting at times, as you can see that the sprites pop from the environment at times.
However, I feel that the gameplay in this demo is very polished. When you are not in combat you move around a 2.5D open world using the female character Ajna with physical combat, and later on an axe. However, her control feels a bit loose when wall jumping. Besides that the control is fine, the level design did a good job of telling me where to go, meaning I didn’t need to use the map, though I don’t like how it overlayed over the weapons select screen.
As for the RPG gameplay, it is a bit unorthodox, but when you get used to it, it’s really fun. In the overworld, you only control Ajna, who relies more on physical combat and later gets an axe, which can help with platforming, but as you go through battles, you unlock more characters to use. Zebei, an Archer who uses long-range combat, Tungar, an experienced fighter who is your power character, and Ramzi, a girl with an oversized fur hat that is your Magician for this demo. Each character can attack 1,2 or 3 times depending on how many attack bars they have. However, each character’s attacks are assigned to a single button, and you do variant attacks by changing direction with the right analog stick or the D-Pad. This does make sense for the company that made a fighting game, and it does take some getting used to, but it’s fun once you get the hang of it. I also like how blocking is tied to your special meter, called the Iddun bar. This can be used to perform specials, but when it’s not, it’s also used to block attacks, and I like this idea of balance.
Overall, I can say that this demo was an enjoyable experience. I look forward to what the final product entails, and I hope that the level design and core Metroidvania and RPG gameplay is kept here while improving the background graphics and improving a slightly loose wall jump. The story doesn’t really have any weight here, we chase after Ajua’s pet, but I would like to see what significant the pet has in the game, and what the world of Indivisible holds.