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Indivisible is a Action RPG-Platformer by the now-defunct Lab Zero Games, creators of 2D fighting game Skullgirls. The game mixes the exploration and platforming of Super Metroid with a combat system reminiscent of tri-Ace's Valkyrie Profile and features the musical stylings of Hiroki Kikuta of Secret of Mana fame as well as an animated intro by Studio TRIGGER (directed by Yoh Yoshinari, creator of Little Witch Academia) and produced by Titmouse; with additional animation by Studio Yotta. Indivisible was released on October 8th, 2019 for PC, Mac, PlayStation 4, and Xbox One, with the Nintendo Switch released on April 28th, 2020.

The game tells the story of Action Girl Ajna (AHZH-na). When local warlords attack her village, Ajna discovers that she has the power to absorb certain individuals into her being. In addition to this, she learns that fusing with these "Incarnations" allows her not just to summon them in battle, but also grants her access to new weapons and abilities.

Determined to confront the warlords that attacked her village and find out more about her strange new abilities, Ajna sets out on a globe-spanning quest that will reveal her true nature and much more.

An Indiegogo campaign was launched on October 5th, 2015. Released alongside was a playable prototype that allows players to get a taste of the game's platforming and combat, currently available on PC, Mac, and PlayStation 4. Following a twenty-day extension at the end of its initial run, the campaign met its financing goal on December 2nd with three days remaining. The campaign proper ended on December 5, having reached almost $1.87 million, but Lab Zero continued to fund the game using Indiegogo's InDemand service to reach further stretch goals.

In 2020, post-launch development of the game was cancelled due to the closure of the studio in the wake of a large scale employee walk-out caused by a toxic work environment, leaving planned content such as guest fighters unimplemented.


Indivisible provides examples of:

  • Aborted Arc: Early on in the game it was established that the people who Ajna absorbed were trapped in her Inner Realm and could only come out to help her in fights, hence why Dhar had to come along with her on her journey. However, after the first fight with Ravannavar they're are able to freely leave and return to Ajna and her Inner Realm as they will with no explanation as to why.
  • Absurdly High Level Cap: The maximum level is 108, in a game that can be beaten pretty comfortably at level 50.
  • After-Combat Recovery: A tooltip shown after the first battle explains that any unspent Iddhi Meter is converted into HP at the end of a fight.
  • Ambidextrous Sprite: Several character elements — Ajna's hair decoration, Dhar's shoulder plate, Zebei's red sleeve, etc. — flip to the other side of them when a character changes direction.
  • Animesque: Par for the course considering Alex Ahad, art director Mariel "Kinuko" Cartwright, and generally Lab Zero's art style. Additionally, Studio TRIGGER does the animated intro for the game.
  • Anti-Frustration Features: Because battles take place on dungeon terrain, should any of your party members fall down a pit, they'll respawn right back to where they were moments later with no penalty. The same doesn't apply to the enemies, though; knocking them off of the terrain ejects them from battle. It's actually a viable strategy to knock enemies off the battlefield while not having to worry about your own party.
  • Badass Adorable: Ajna's a pretty darn cute young lady, but she's not the least bit afraid to throw down.
    • Also Leilani, Kampan, possibly Kushi, perhaps Lanshi, and Ginseng and Honey.
  • Battle in the Center of the Mind: The final boss. Ajna faces down Kala, refusing to accept her vision of reincarnation for the world.
  • Bittersweet Ending: Ajna convinces Kala to let go of her obsession with perfection and cease the cycle of resetting the world, but in order to do so she must merge herself with her, leaving her friends and loved ones behind. Somewhat alleviated in The Stinger, which shows Ajna alive and well, but with Kala's hair to symbolize their new unity.
  • Blade Spam: Tungar's Down attack involves flailing the Urumi around at blazing speed, dealing several hits of area-of-effect damage to anyone close.
  • Bloodless Carnage: Downplayed. During the attack on Ajna's village, Indr has blood clearly draining down his face as he dies. However, Ajna at one point uses her axe to chop off Ravannavar's head at the neck. It's complete with a dynamic red-and-black flash before a shot showing a headless Ravannavar to confirm she decapitated him. Then he goes One-Winged Angel into a hideous skeletal demon. And yet, there's no blood. Although, this might be justified since the aforementioned hideous skeletal demon is probably his true form, so he might not even have any blood to begin with.
  • Book Ends: Indr is the second and penultimate boss fight
  • But for Me, It Was Tuesday: Dhar holds Ravannavar on a pedestal as basically a father figure, though Ravannavar has recruited so many "Children" he can barely recall who Dhar is, and accordingly treats him as expendable.
  • Call a Smeerp a "Rabbit": Leilani requires you to get a Sea Cucumber as part of her personal quest. Rather than being a cucumber-shaped echinoderm, it turns out to be a large crocodile-like monster. Ajna is understandably upset at the surprise.
  • Camera Abuse: The first phase of the final boss has you dodging her fists from the backgroud. If Ajna gets hit, she's slammed into the foreground as if she has crashed into the screen or camera lens.
  • Can't Drop the Hero: Ajna has to be in the combat group for the entire game, but you can shift her position around in the party.
  • Captain Ersatz: Naga Rider is very obviously inspired by the Kamen Rider series. He has similar armor, a similar philosophy, and a similar habit of Chewing the Scenery.
  • Cast of Snowflakes: The game features a wide variety of characters each with very unique appearances, backgrounds, weapons, and body types.
  • Cast from Hit Points:
    • The final movement ability, Divine Wheel. It's a midair dash in any direction that can be used up to four times per jump. However, every use takes off a small amount of health.
    • The final boss uses this mechanic. They're impervious to any damage that a player could cause. Instead, the only option is to dodge or block everything the boss throws at you until they go down, as every attack the boss uses drains their health.
  • Cats Have Nine Lives: The Optional Boss, Mike Z's poorly drawn cat, must be defeated nine times. Each subsequent "life" gets stronger and tougher.
  • Chekhov's Gun: The resurrection lilies Genseng & Honey collect before they join the party are what resurrect Ajna when she gets knocked out cold by Kala.
  • Combat Exclusive Healing: HP is healed using specifically abilities during battle, and from unused Iddhi meter converting to HP after an encounter is complete.
  • Combatant Cooldown System: Taking turns essentially amounts to building a time-based bar, like in Final Fantasy. A full bar means that you can hit that relevant character's attack button to perform moves. As you progress, you can even split a character's bar into segments, each segment representing a single attack, allowing you to build time for multiple attacks at once.
  • Combos: Stringing multiple attacks together consecutively forms these. While you can't build meter while in the midst of a combo, the longer a combo is, the more Iddhi Meter builds per hit.
  • "Could Have Avoided This!" Plot: Ajna's impulsive decisions and Hair-Trigger Temper lead her to ignore warnings before it's too late. After the second Wham Episode where Ajna kills Dhar in blind rage and crushes Lhan on top of that, Ajna notes that a lot of heartache could have been avoided if she'd just listened to everyone's warnings.
  • Damage-Sponge Boss: Pindayar can eat a ton more damage than anything encountered before it, which pretty much makes Razmi's Iddhi super necessary if you actually intend on beating it.
  • Dash Attack: After her power upgrades, using Ajna's dash and ramming into an enemy starts a battle by doing some damage and knocking the enemy backwards.
  • Death Is a Slap on the Wrist: Dying in combat means you simply get sent back to the previous checkpoint with zero penalty attached. The same goes for the platforming sections; landing on certain obstacles instantly sends Ajna back to the last safe platform she landed on.
  • Developer's Foresight: During the third act Ajna returns to Ashwat village. You are meant to go through the level again up until the area Dhar's soldiers captured her. You discover a Chakra gate and are supposed to use it to backtrack to the previous areas. But if you decide to go forward you discover you can actually walk to Tai Krung and enter the lower levels in reverse. The game acts as though you went to Tai Krung first. Ajna questions if she's going the right way once you run into Tai Krung's last roadblock before Naga Rider sneaks up on and joins her. You unlock the Maha Haruka dash, and can clear Tai Krung's objective from that point.
  • Doomed Hometown: Ajna's hometown gets attacked by monsters and burned down near the game's intro.
  • Dual Wielding: A troll-like monster holds identical daggers in both hands.
  • Early Game Hell: Before unlocking more of Ajna's power, the game is pretty rough. There's a lack of effective healing options until Ginseng & Honey show upnote  , and each character is limited to only two attacks per round. It's notable that the game's first boss is considered one of the most difficult battles of the whole game.
  • Everything Fades: Defeated enemies fade out (or disintegrate, their pieces fading out) as soon as they hit the ground.
  • Facial Composite Failure: The Iron Kingdom is covered in wanted posters of our heroes. Posters of very questionable quality. They range from off-model, to goofy doodles, to that one that inexplicably turned Ajna into Kenshiro.
  • Fantastic Drug: The streets of Tai Krung City are being flooded with the drug Ohma. It's only supposed to be used in small doses by experienced monks that are performing special ceremonies, all in order to deepen their link to the gods. Taking it in doses any larger than the prescribed amounts and without the proper span of time between ingestion causes severe addictions and eventually death. Unfortunately, Mara began selling the stuff to the masses for money, resulting in Ohma addicts littering the streets of the city.
  • Fantasy Conflict Counterpart: About a quarter of the way through, you learn that the Iron Kingdom (read: Fantasy England) is trying to Take Over the World. Then again, the Iron Kingdom uses so many symbols from all over the world (including Soviet, Nazi, and even US imagery in their propaganda) that they could stand in for a lot of historically power-hungry imperialist countries.
  • Forced Level-Grinding: Averted; one of the game's goals was to avoid this as much as possible. Major increases in offensive and defensive power instead come from advancing the plot, or collecting crystals that were part of Kala, and thus of Ajna in hard-to-reach locations.
  • Gameplay and Story Integration: A lot.
    • Party members join and leave Ajna at different points in the story. Sometimes members like Thorani are captured and unusable for the remainder of the level until you rescue them. A character suffers Plotline Death midway through the game making them entirely unavailable, also in that moment Baozhai, Nuna, Quadira, and Thorani leave the party to tend to the damage Ajna left behind. In Baozhai's case, going to a bar. Making them unusable until you find them again.
    • Ajna’s inner realm becomes more spacious and decorated as you progress through to game, symbolizing her growth as a character.
    • The Iddhi meter grows in size as Ajna becomes more powerful. First she actually gains the bar starting out with one. It snaps to three and five bars when she is being attacked by Ravannavar and Kala respectively, as she's filled with enough anger and determination to unlock more of her Iddhi to use. In both instances she also becomes more in touch with her bestial Haruka form and gains more mobility. The last instance she simply attains 7 bars since her transformation into her divine form is less violent and more of a moral revelation.
    • Ajna’s attack pattern in combat changes as she gains new weapons and traversal abilities. Her simple punches and kicks are gradually replaced with bow and arrow, an axe, and spear with different properties. Her Iddhi attacks also change from simple fist beatings into her transforming to crash into her opponent or fire energy beams. This encourages the player to experiment and learn new combos, much like Ajna is learning how to improve her own combat style.
    • The start of the game has Indr teaching Ajna how to protect herself. Throwing you into your first "Battle" as Ajna where the game teaches you how to perform a clean block. Before the final boss Ajna has a flashback to her lesson with Indr, and being able to clean block is vital to beating the boss.
    • Ajna's aura chances from multi colored to red, then white as her transformation state evolves and she refines her powers further.
    • In the Iron Kingdom Kampan passes through a gap in a wall off camera. Ajna immediately vaults into said hole using a spear before Dhar can begin theorizing how she did it, unlocking the Kampan corkscrew which can be used to access similar roadblocks.
    • Ajna's power is augmented by her bonds with her party members. During the final boss Ajna permanently severs ties with them, meaning she becomes weaker. At this point you lose all of your stat bonuses, every attack and overworld traversal ability you had previously earned (except for her Axe) as well as your Iddhi meter.
    • Dhar and Ajna are stuck together accidentally early on after he led an assault on her village, burned it down to the ground, and personally murdered her father in front of her. Correspondingly, his heart level starts at -25. note  and increases over time as he starts to atone for his actions. Usually as you play, his heart level will have entered the positives by the time he sacrifices himself to stop Ajna's rampage, mirroring Ajna's attitude towards him. Just starting to view him as a valued friend, only for his life to be cut short.
  • Gameplay and Story Segregation: Dhar can still be used in the two fights against Ravannavar. Despite Dhar still being deeply loyal to him (albeit disregarded and mocked by his Lord) long before he makes his Heel–Face Turn.
  • Gelatinous Trampoline: The slime in the Iron Kingdom increases Ajna's jump distance, but you cannot use the harpoon to vault Ajna upwards while standing on it.
  • Godiva Hair: Kala's humanoid form is fully nude save for her hair/extensions covering her unmentionables
    • One of the enemy types is essentially completely covered by her long black (or white or blue, for elite versions) flowing hair, but when the hair is parted during the attacks, you see that she isn't nude underneath it so much as completely lacking skin, bones and muscles, being essentially a bunch of viscera attached to a face.
  • Golem: Golems are encountered in the ruins within the Almutah Sands. They're guards from ancient times, once serving their creators and now defending the ruins from intruders. They are made of sand, being able to hold a solid body but just as easily take amorphous shape. Rather than on their forehead, "אמת" is written where their mouth otherwise would be. A Palette Swap version appears, made of toxic slime, which shows up in the sewers of the Iron Kingdom. It does not have the "אמת" writing.
  • Good Old Fisticuffs: Ajna begins the adventure bare-handed, but she fights pretty well with her fists regardless.
  • Guest Fighter: Several guest Incarnations were planned to make appearances before the game's development was cancelled, such as Shovel Knight, Calibretto, Zackasaurus, Juan, Shantae, and Red. Even Annie, one of the (formerly) rejected DLC characters from Skullgirls, was initially planned to make an appearance.
  • Handicapped Badass: Yan, who became both a skilled dancer and feared martial artist despite being born without arms.
  • Herd-Hitting Attack: Some attacks, like Ajna's unarmed Up attack, do this, with a twist. The twist being that while the attacks are ranged, the targets also have to be within the attack's range to hit. This is a lot easier to do with certain characters than others.
  • Higher Understanding Through Drugs: Ohma was originally used in small doses by practitioners of ancient arts in special ceremonies to achieve a higher state of consciousness and further their connection to the gods. Then Mara came along and started selling the stuff to the masses, resulting in Ohma addicts littering the streets of Tai Krung City.
  • I Know Madden Kombat: Hunoch and Xiboch's combat prowess comes from their experience playing Ōllamaliztli, basically making them a Mayan version of Wakka.
  • Jerkass Has a Point: After the boss battle against Lord Ravannavar, Zebei calls Ajna out on her recklessness. Also, while she didn't mean to do it, Ajna also freed Kala from her imprisonment. Ravannavar explicitly said this would happen, but Ajna was so blinded by her desire for revenge for her father's death that she ignored Ravannavar and all of her party's warnings. Even though Ajna didn't mean to do it, Zebei argues that Ajna is still responsible, and that things went From Bad to Worse all because of her. Harsh, but Ajna does admit that Zebei has a point, saying that she's sorry.
  • Justified Tutorial: The beginning has Indr teaching Ajna how to protect herself. Throwing you into your first "Battle" as Ajna where the game teaches you how to perform a clean block.
  • Launcher Move: There's a number of attacks to knock enemies into the air. If you're savvy with your team's attacks, you can even juggle them. Which command sends them flying varies from character to character.
  • Makara: The makara is an optional boss encountered in the underground of Port Maerifa as one of the targets of Kogi's Regional Delicacies sidequest. It's an alligator with gold scales, a snout that turns into an elephant truck, and a fish tail. In combat, it opens its mouth to let out either two serpents for a drill attack or three serpents for an uppercut.
  • Mana Meter: The super meter, Iddhi Meter, is gained by landing attacks and blocking hits. Longer combos also increase the amount of Iddhi Meter you gain. When at least one segment is charged, holding its button then pressing a character's Attack button initiates their Limit Break, which gains additional power based on how many segments are full. However, it's also spent on blocking, and unspent meter turns into HP at the conclusion of a battle, so a part of strategy involves properly managing Iddhi usage.
  • Meaningful Name:
    • In Hindu tradition, the Ajna chakra refers to the sixth primary chakra and is the chakra associated with the third eye. Ajna (the character) in her Heruka form has a third eye. And as Kala herself states before the first battle with her, the part of her that Ajna came from is her third eye.
    • The word "ajna" itself means "command" in Sanskrit. In battle, Ajna commands the Incarnations that she acquires.
  • Mental World: Ajna's Inner Realm, which she can access via meditating. It starts off small, but grows in size as she becomes more powerful and gathers more Incarnations. Once unlocked, it serves as a miniature town that can be accessed with the press of a button. In it, Ajna can talk to her Incarnations, initiate sidequests for them in order to strengthen them, or turn in crystals she has collected to increase her attack or defense.
  • Metroidvania: Equipment-based semi-open world progression with RPG Elements? Yup. Although Indivisible puts much more emphasis on its RPG elements and combat than most other Metroidvanias.
  • Multi-Melee Master: Ajna can acquire several different weapons to either fight enemies with, or navigate the terrain. She gets an axe to climb walls with and a bow to shoot switches with in the early game, then eventually a spear and an (optional) kusarigama.
  • Multinational Team: representatives of fantastic versions of East Indians, Mongols, Aztecs, Polynesians, Englishmen, and even a Mexican gunslinger!
  • Multishot: Zebei can launch whole salvos of arrows in a single draw as his Up and Down attacks. The only difference is where he's shooting from.
  • Mystical 108: As is to be expected in a game which draws heavily on Hinduism, this is an Arc Number.
    • The final phase of the final boss has 108 health bars.
    • Angwu says that "the last one hundred and seven people" who came to the Tower of Wisdom were just as annoying as Ajna, implying that she's number 108.
    • The achievement "A Taste of Power" requires the player to use the Iddhi Meter in battle 108 times.
    • The achievement "A Sutra of Pain" requires the player to reach a 108 combo.
    • The level cap is 108, although it can be comfortably completed around 50.
    • The achievement "Indr's Pride" requires the player to perform 108 Clean Blocks.
    • There are 108 ringsels hidden in the game, though only 101 are needed to fully upgrade everything.
    • The game's release date was October 8th (10-8).
  • New Game Plus: On April 15th, 2020, an update added this.
  • Nice Job Breaking It, Hero: Ajna has a tendency to be on the receiving end of this thanks to her Hair-Trigger Temper.
    • Ajna's blind need for revenge against Ravannavar leads her to accidentally unleashing Kala from her prison. Zebei even calls Ajna out on how reckless she was acting.
    • And even after that, pretty much everything Ajna does up to (and including) the first actual encounter with Kala. She patently makes this worse as a Destructive Savior in the places she "helps," she repeatedly ignores multiple warning not to go after Kala too soon, and ends up killing Dhar and destroying Lhan during the battle with Kala.
  • No Body Left Behind: Ajna incinerates Dhar while she’s consumed with violent hatred.
  • Obstructive Foreground: Downplayed; a shadow silhouette of the player character will always be shown through the foreground whenever it happens to obscure them.
  • Optional Boss: The prototype has an optional boss fight in the form of Mike Z's poorly drawn cat that sometimes appears when Cerebella uses Lock n' Load in Skullgirls. It's in the full game, too, and guarded by a brutal platforming gauntlet.
  • Our Vampires Are Different: Panaggalans appear as enemies. Imagine a severed head trailing a complete and intact digestive system, covered up by Godiva Hair.
  • Partial Transformation: Ajna can partially transform into her Heruka form in battle, turning her skin blue and hair white but not growing fangs or her third eye.
  • Party in My Pocket: All of Ajna's incarnations reside in her Inner Realm, which makes them fly into the third eye on her forehead. Ajna can let them out whenever she wants to, though.
  • Playing with Fire: The shaman Razmi uses the flame in her lamp as a means to attack, shaping to form a tiger and its claws (the spirit she is carrying in there is from the boneless tiger Bom that she's wearing) and slashing the enemy away. She also has a tendency to suggest setting things on fire as the first option.
  • Pre-existing Encounters: Gameplay has enemies roaming the field, and coming into contact with one initiates battle. Using your Attack on one depletes the enemy's health slightly before entering battle and immediately fills the time gauge, but if one attacks you first, Ajna loses some health. If an enemy is weak enough, you can even just flat-out kill it on the field by repeatedly attacking it.
  • Polluted Wasteland: The Iron Kingdom is covered in green, foul-smelling smog and slathered in rubbery pink sludge implied to be some sort of industrial waste... up until you leave the slums, where the sky turns blue and the buildings are clean.
  • Post-Adventure Adventure: The prologue shows the very end of an epic quest, with a four-person adventuring party battling an Eldritch Abomination to seal it away. The main plot begins years later, concerning Ajna, the daughter of two of the adventurers from the prologue. She sets off to avenge her father's killing and the destruction of her village, and discovers that the culprit, Lord Ravannavar, is also seeking to unseal the abomination from before.
  • Power Fist: Kampan wields one of these as her weapon, though it was originally intended to be used for mining.
  • Pre-Rendered Graphics: Virtually everything is a hand-drawn 2D illustration, including the characters, enemies, and backdrops. The game also features fully-animated 2D cutscenes by Studio TRIGGER and Titmouse.
  • Random Number God: Averted. Design director Mike Zaimont stated that he wants to make an RPG where randomness is not a factor. While there is still some variation in attack and healing strength, it's mostly cause-and-effect in battle.
  • Red Mage: Razmi the Shaman wields offensive magic, healing, and debuffs. Her offensive spells are far more effective than her healing, though.
  • Revenge Before Reason: Ajna's desire to avenge the death of her father leads to her blindly charging in to fight Lord Ravannavar without thinking about the consequences. These consequences include unsealing Kala, as Ajna turns out to be a Living Macguffin for Kala's resurrection.
  • Scenery Gorn: Ajna's destroyed hometown becomes covered in flames, and her eventual return shows that there's still broken wood everywhere, the landscape is covered in a haze of smoke, and there's generally an unpleasant air of dread over everything.
  • Scenery Porn: The scenery of Indivisible's world is varied and gorgeous with the detailed backgrounds reminiscent of the equally-pretty Skullgirls.
  • A Shared Suffering: An important trope to the story which is played with in a number of ways. Ajna is a piece of Kala, her eye, and several times Kala calls for Ajna to become a part of her again. Parallels are drawn between the two especially regarding how destructive and reckless Ajna can be versus the way Kala is the ultimate force of destruction since she wishes to remake the world. And yet by the end of the story Ajna expresses a shared suffering with the human race, who she has lived among and believed she was a part of until recently. Indeed, it is because humanity suffers and is forced to overcome suffering that something beautiful is achieved. At the climax of the story it is revealed that Ajna has come to love what Kala hates about the world and herself- the imperfections that cause suffering. Ajna ultimately agrees to rejoin Kala as one being on the condition that they continue to live among humanity, sharing in the suffering and beauty of the imperfect world and see what becomes of it.
  • Sheathe Your Sword: Played with in the Final Boss Battle in the Center of the Mind. The boss is entirely invincible, but at this point so furious that they are burning their own hit points out. The player has to defend with excellent timing to not be obliterated by the onslaught, but attacking is either unavailable or useless during the fight. The battle represents Ajna's Character Development, and provides a stark contrast to Kala's furious, reckless assault.
  • Shout-Out:
    • Mana in Port Maerifa mentions an "ol' bonehead's song" about "shippin' saké across the sea", a reference to the One Piece song "Bink's Brew".
    • Naga Rider is bursting with references to Tokusatsu series, most prominently Kamen Rider.
    • Ren, a ninja, does hand seals before some of his attacks that look much more similar to the ones from Naruto than any historical source.
    • "I like big BIRDS and I cannot lie!"
    • During Phoebe's personal quest, she mentions pitting her reach versus Tungar's flexibility. This is a reference to a line by Garrus in Mass Effect 2 and hints that she's interested in Tungar (in Mass Effect 2, Garrus was talking about a sparring partner who he ended up in a short relationship with).
    • There's a chance every time Kushi clings to Altun's talons that she'll ask him if he wants to "take [her] for a ride."
    • The characters' alternate colour palettes provide a good amount of them:
      • Dhar's Colour Palette 4 is Vegeta.
      • Qadira's Colour Palette 3 is 1987 Shredder.
      • Tungar's Colour Palette 3 is Wario.
      • Yan's Colour Palette 4 is Chun-Li.
      • Leilani's Colour Palette 2 is Moana.
      • Ginseng & Honey's Colour Palette 2 is Ash & Pikachu.
      • Kushi's Colour Palette 2 is Nana, with a blue Altun that's presumably supposed to represent Popo. Colour Palette 3 might be Banjo and Kazooie, since Altun gets Kazooie's exact colour palette while Kushi's outfit turns blue with yellow highlights (possibly representing Banjo's backpack and shorts respectively).
      • Zebei's Colour Palette 2 is Link, specifically the one from A Link to the Past, complete with inexplicably pink hair.
  • Slide Attack: You can perform one on the field by pressing Down and Attack at the same time.
  • Stringy-Haired Ghost Girl: A Penanggalan shows up as an enemy encounter, with long hair draped over it entirely giving it this appearance.
  • Summon Magic: Once Ajna has absorbed an Incarnation, she can call upon them, which manifests as a party member in battle. However, this means that if she dies, the whole party dies. Fortunately, if she is knocked out in battle, one of the party members can wake her back up if they win the battle.
  • Super Mode: Ajna's Heruka form, which turns her skin blue, her hair white, and causes her to sprout fangs and a third eye. It's used in several of her attacks that need the Iddhi Meter.
  • Sweet Polly Oliver: Qadira wears her brother's armor to disguise herself after he was kidnapped.
  • Take Your Time: After sending Ravannavar's flying fortress hurling to the ground, you can take as long as you need to get to the man himself for the boss, regardless of how much Dhar insists you get the lead out.
  • A Taste of Power: The game opens with a battle between four warriors and some sort of Eldritch Abomination. The fight can't be lost, because all the abomination does is use an attack that takes away half of the party's health without actually killing them. Ajna later learns that it was her parents and their companions sealing Kala away.
  • This Is Something He's Got to Do Himself: The final boss is just one-on-one with Ajna and the Big Bad. Ajna tells her Incarnations not to follow, as she doesn't know what will happen.
  • Trick Arrow: Once Ajna acquires Zebei's bow, she can fire explosive arrows. When Nuna is recruited, she gains another arrow type that ensnares enemies that can function as Improvised Platforms.
  • Unintentionally Unwinnable: The achievements for getting the best rank on all of Razmi's challenges were not programmed correctly and do not unlock, leaving the game impossible to complete entirely.
  • Unusually Uninteresting Sight: A lot of people just... do not care about getting unexpectedly absorbed into Ajna's brain, or even finding out that there's already a small army in there.
  • Wake-Up Call Boss: Pindayar. It's the way to teach the player that boss battles aren't just going to be "basic enemy but harder" encounters. The battle is broken up into multiple stages, there's obstacles to dodge in-between each stage, and one of your three party members is a Glass Cannon. It's also right before the group's healer joins. All of this forces the player to learn about Perfect Blocks, manage iddhi carefully, and play it safe rather than be aggressive.
  • Video Game Sliding: Sliding is the only way for Ajna to pass beneath very low ceilings. To tie in with the game's fantasy-South Asian setting, Ajna makes a reclining Buddha pose in the middle of her slide.
  • Wall Jump: Jumping off walls can be done several times in a row as a mean to climb pits.
  • Wave-Motion Gun: Kala is fragmented and sealed away by shooting her with a Brahmastra, which is a huge, bazooka-like cannon said to be able to level cities and render the surrounding countryside a sterile wasteland.
  • "Wanted!" Poster: Wanted posters of Ajna and her incarnations can be seen in the Iron Kingdom. They typically depict hilarious caricatures of them, and vary wildly in quality.
  • Weapon Tombstone: One pops up at the base of Mt. Sumeru later in the game. It's Dhar's, his weapon having been abandoned after he dies snapping Ajna out of her rage during their first encounter with Kala. Ajna sets it up him for upon finding his sword on the party's way back up, as she voices her appreciation for the aforementioned act, despite not liking him or ever intending to fully forgive him for the murder of her father.
  • We Cannot Go On Without You: The prototype ends if Ajna falls. Justified in the fact that she's sustaining her Incarnations' existences; if she dies, everyone else goes with her. In the release version, this is averted; Ajna can go down in battle without an instant game over.
  • What the Hell, Hero?: After the first Wham Episode, Zebei gives one of these to Ajna. Her reckless behavior and blind desire for revenge on Ravannavar above all else caused her to unseal Kala and release the Unseen Evil on the world. Even though Zebei's words are harsh, Ajna admits that Zebei isn't wrong in his accusations.
  • Wham Episode:
  • "Where Are They Now?" Epilogue: If you complete an Incarnation's personal side quest before the end of the game, a still showing their life after the final battle pops up sometime during the end credits.
  • Whip Sword: Tungar uses an Urumi as his means of offense. When not in use, he folds it as a turban.
  • Zero-Effort Boss: The Baz, during the second visit to Tai Krung City. He can throw his whip into the air to electrify it, but all that seems to do is electrify him. In all cases, nothing he does can actually damage Ajna and her Incarnations.

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