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Arcade Spirits Patch


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About This Game

Arcade Spirits, a romantic visual novel, follows an alternate timeline set in the year 20XX where the 1983 video game crash never occurred. After a turbulent work history, 5d3b920ae0



Title: Arcade Spirits
Genre: Indie
Developer:
Fiction Factory Games
Publisher:
PQube Limited
Release Date: 12 Feb, 2019


Minimum:

  • OS: Windows XP
  • Processor: 1 GHz Intel or AMD Processor
  • Memory: 1 GB RAM

English



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I'll admit at times some of the writing (especially for humor options) could be a bit cringe, but overall it was a fun experience, and I believe in the dev team enough to show my support with my wallet. I rate this game one high score obsessed husbando out of the precious time I have on this earth.. I don't often review games I've played, but this was the best Visual Novel I've ever played. It's clearly a labor of love, with a wide variety of characters, no sexuality limits, and a charming, roller coaster ride of a story. The art was expressive, vibrant, and unique, and the voice acting was passionate. Everything from the UI to the music was great, and you can really tell how much (exhausting) fun the developers had in the process. I sincerely hope that anyone who enjoys a good visual novel tries this one out, because I think you're missing out otherwise.. Unlike Japanese visual novels, the content won't make you feel like you're going to be put on a watchlist for sex offenders. I mean that's a pretty big plus already, but it's also fun to play and the romance stuff is completely optional which is pleasing to my cold unloving android heart.. I don't often review games I've played, but this was the best Visual Novel I've ever played. It's clearly a labor of love, with a wide variety of characters, no sexuality limits, and a charming, roller coaster ride of a story. The art was expressive, vibrant, and unique, and the voice acting was passionate. Everything from the UI to the music was great, and you can really tell how much (exhausting) fun the developers had in the process. I sincerely hope that anyone who enjoys a good visual novel tries this one out, because I think you're missing out otherwise.. Reviews aren't usually my thing so bare with me on this. This game is heart warmingly sweet and was the best pick-me-up after a long tough week. I have only romanced one character, Percy, and just his track alone was great, but the main character really sold it for me. Every one can probably relate to this MC and they really made the game far more investing. I can't wait to start a new game and try a new route with a new romance.. Reviews aren't usually my thing so bare with me on this. This game is heart warmingly sweet and was the best pick-me-up after a long tough week. I have only romanced one character, Percy, and just his track alone was great, but the main character really sold it for me. Every one can probably relate to this MC and they really made the game far more investing. I can't wait to start a new game and try a new route with a new romance.. Not much of a reviewer on Steam (or in general), but I felt passionate enough about this game to take a shot at it. I played this game on a whim, looking for romance VNs with LGBT characters and options. And, honestly? This is probably my favorite one so far. It's not by any means perfect, of course, but I literally pulled an all-nighter the same day I bought it to finish one playthrough, and I'm plenty motivated to play more. I've never been an achievement hunter, so doing multiple routes when I've already picked a favorite has never been very favorable for me; why romance the other characters when I found my favorite? With Arcade Spirits, though, I'm thinking twice on my original standpoint of that principle. I think the characters are pretty well-written, and I'd love to do other playthroughs with the rest of the cast. Each one has a really compelling story to them, and I find depth in even the ones I had initially written off as being more two-dimensional than others. There's something for everyone. Plus, all of them are hot in their own way. You can never go wrong with a dad bod, fight me on that. I think a strong point to this story is how heartfelt is all is. You're in a rut, down on your luck, thinking you're doomed to a vicious cycle of your hopes and dreams being crushed over and over, no matter how hard you try. (Okay, so you nailed my personal life right on the head. Well played.) You're given options to jump into the unknown and take risks that can just as easily lift your spirits as they can crush them, all the while having a small band of friends behind you every step of the way. Call me sentimental, but I found a personal reassurance behind that. And with each connection I made to a character, the more invested I became in their happiness and well-being. Misty eyes were had many a time. . Okay fine, I may have full-blown cried too. Don't me. The art itself is a really cute style, and the preview images alone are what drew my attention. Some pictures with major and minor characters side by side make the lack of detail in the minor characters a bit more jarring and obvious, but that's just a small complaint. The player especially has little choice in the matter, considering the customization options and what tweaks you'd have to do for lighting and shading in the individual scenarios. Still, I found some pictures a bit awkward in having a base colored character next to a fully-detailed one with shining hair and dynamic shadows. Tying in opportunity with risk, happiness with sadness, and comedy with seriousness, Arcade Spirits is one heck of a roller coaster. So strap in, everyone, and enjoy the ride. I couldn't recommend this game more if I tried. I rate it 5 socially awkward, dorky technician cuties out of 5.. Unlike Japanese visual novels, the content won't make you feel like you're going to be put on a watchlist for sex offenders. I mean that's a pretty big plus already, but it's also fun to play and the romance stuff is completely optional which is pleasing to my cold unloving android heart.. This game was so much fun. I ran into it via LRR's YouTube page back when Graham Stark was talking about his voice acting role and I was immediately intrigued by the fun, flavourful art style and the highly entertaining snippets of writing I saw. Having now played it, this is very high up my list of favourite dating sims, probably a close second after Dream Daddy. Super LGBT friendly, with an entertaining plot, great character customisation and a lovely cast of endearing characters. If you like inclusive, story-driven romance in your games, Arcade Spirits is more than worth a shot - you owe it to yourself to give it a try. I've played through start to finish once, in about 6 hours I guess, but I'm already into a second playthrough and enjoying it immensely. What an excellent and endearing game.. I'll admit at times some of the writing (especially for humor options) could be a bit cringe, but overall it was a fun experience, and I believe in the dev team enough to show my support with my wallet. I rate this game one high score obsessed husbando out of the precious time I have on this earth.


The Many Voices of Arcade Spirits! : Here's a conveniently desktop wallpaper sized poster of all the voice talent behind Arcade Spirits! Click to embiggen, share and enjoy. You can learn more about each individual voice actor via these links: Stephanie Sheh as Naomi [stefangagne.com] Ogie Banks as Gavin [stefangagne.com] Price Johnson as Percy [stefangagne.com] Amber Leigh as Ashley [stefangagne.com] Nazia Chaudhry as QueenBee [stefangagne.com] Christopher Escalante as Teo [stefangagne.com] Mark Meer as Deco [stefangagne.com] Danielle McRae as Sue [stefangagne.com] LilyPichu as Juniper [stefangagne.com] Tricia Brioux as Francine [stefangagne.com] Stephanie Bruneau as Iris [stefangagne.com] Akash Thakkar as Hamza [stefangagne.com] Graham Stark as Ben [stefangagne.com] Jacob Burgess as Matt [stefangagne.com] (and the Voice Director) So, what do you think? Any voices you're excited for in particular? Anyone new to you that you're interested in hearing? Let us know!. The Prerelease Postmortem : It's been some time since I did a rambly developer blog update about our actual progress on the game. Today I'd like to do one of those, effectively wrapping up our game in a neat little bow, as we're going to be sending it off to be certified and prepped for the February 12th launch. (And we'll be launching at $20 for the game and $25 for game plus soundtrack and artbook. Details here [stefangagne.com] .) But first, let's recap the Developer Spotlight series, shall we? All these lovely people contributed to Arcade Spirits: Aenne Schumann / Narrative Designer [stefangagne.com] Stefan Gagne / Director / Writer [stefangagne.com] Molly Nemecek / Character Art [stefangagne.com] Taylor Rose / Background Art [stefangagne.com] Greg Mirles / Music Composer [stefangagne.com] Marc Straight / Audio Engineer [stefangagne.com] Katriel Paige / Editing and UX [stefangagne.com] Hats off to you all for two and a half years of hard work. I've chronicled the ideas leading up to those two and a half years [stefangagne.com] on the blog -- that's not what I want to talk about today. I want to talk in hindsight, as we're into the last days of this project. We're moving into 2019 and moving away from post-production, and it's a good time to take stock. As my first true indie game project -- I don't think MS-DOS shareware from the 90s counts -- I wanted to make this as professional as I possibly could. We funded art, music, coding, and all the support needed to really make this game soar. It's a passion project, riding no particular trend, digging into subject matter rarely explored in visual novels and using interactive storytelling in ways we haven't seen very often in the genre. Everything we wanted to do, specifically to make the sort of game we wanted to play. we did it. And soon, we release it to you. Since it's our first project, well, there are some shortcomings. I can be honest about that. A more in-depth character creator would be great, having stricter narrative consistency would be great, and we didn't plan on voice acting from day one meaning our scenes weren't always structured in a way that accommodated it. The fifth identity trait ("Basically") was never quite what I wanted it to be. Behind the scenes, files and code could be structured better, making it easier to write and less prone to errors. These are all great lessons to learn moving forward, all things we're taking into account for future games, should we get to make them. But a lot of other things went spectacularly well. I wanted this to feel like an 80s workplace sitcom -- and it does. I wanted romance to be at the heart of the game, but not drive every single decision you make -- and there's variety here. I wanted to support and include as wide an audience as possible, every person no matter who they are -- and we've done that without sacrificing anything. I craved a game that spoke to wistful nostalgia without being entirely trapped within it, which was respectful of arcade culture but understanding of the modern era -- got it. And lastly, I wanted to tell a tale of hope and optimism in a dark time, where one could achieve their dreams if they were pragmatic about it and didn't give up. I believe we did that. So. Some things we could've done differently. Some things we got *chef kiss* spot on. And overall, I'm damn proud of the work we're about to release into the world. Will it soar? Will it sink? That's not for me to say -- that's for you to say. If it soars, then we are ready to take these lessons and make something bigger and brighter, a game which explores player choice and narrative in new ways. If it sinks, I can still say with pride that I did what I set out to do. Few people can say they truly chased their dreams. We still have a month and a half to go, so things are pretty intense for you right now, in anticipation. I get that. For me, we're winding down, we're packaging up and shipping things out. and I feel a kind of melancholy, letting this finally go. A bit of anxiety for how it will be received. But above all, happiness. We did this. And soon, we'll be able to show you. Thank you. As I always say, if you're reading these words, you're farther down the rabbit hole than you expect -- most people don't chew through developer blog posts, don't engage this deeply. You, however, are here with us. And for that you have my gratitude. So, who's ready to quarter up on February 12th? You got next.. Stepping Stones to Arcade Spirits : First up, I want to say Woohoo! and Thank you! to everybody who responded so positively to our announcement of voice acting. I also know a lot of you want to audition but we aren't doing open casting calls at this time. We may open up one or more roles in the future, and if we do, you'll hear it here first. We promise. Until then, thanks for your patience. Now, then! I had a long blog post written up about emotional sincerity, about how our game was meant to wear its heart on its sleeve and reject lol cringe attitudes. but it seems I already wrote that post like a year ago, so I had to scrap it. You can read it here [stefangagne.com] if you like, though. So instead of a pathos appeal, let's talk ethos. Let's talk about my past experience in game development, and how it lead to Arcade Spirits. This is Stefan speaking; Aenne has her own tale to tell and I'll see about getting her on the blog to chat about it later. Most folks know me from two different paths I took -- writing (cough) anime fanfic and then original novels, and writing Neverwinter Nights modules. But truthfully Arcade Spirits first started out as an absurd little project from 1999 called Culture Shock, which was my attempt to write a visual novel engine in JAVASCRIPT to be playable in a browser. .look, it was 1999, JavaScript was almost respectable at the time, okay? It was a different time. A far weebier time. Eventually I canned the project as I just didn't have access to the art resources I needed to actually do it, and JavaScript was clunky at best. Although there was this new thing I'd learned about at Otakon, attending a panel about. what was it called. Ren-py or something? Which seemed viable. .but before I could dip too deep in those waters, Neverwinter Nights was released. And that changed everything. With a strong toolkit-based approach and an excellent dialogue editor, I was able to create storytelling adventures using a popular platform. I was in on it from day one, releasing Penultima, followed by Penultima ReRolled and the more horror-based elegia eternum series. Finally, I very nearly created an official Bioware campaign named the HeX coda, but corporate miscommunication resulted in the project being dropped from their roster and instead released for free. (Interestingly, Fist of Discomfort -- the game-within-a-game of Arcade Spirits -- almost was a Neverwinter Nights module. I'd experimented with making a simplified brawler game out of the D&D based fightin' engine, complete with those flashy GO! arrows you'd see in Final Fight.) All my NWN games were very character-driven, as you can see here. But D&D wasn't really ideal for storytelling, because no matter how hard I tried I could never quite get the combat balance right. I could make stories featuring memorable characters, including some of the dating mechanics seen in Arcade Spirits, but it wasn't quite enough to really explore narrative potential. Exploring relationships -- both romance and friendship -- through game systems has always fascinated me. To make that dream a reality, I needed a different tool. For about ten years I opted to go back to writing novels. I didn't need artists or musicians or coders to write a novel, just my own brain and a keyboard. It felt like a style I could actually work in without hitting the limitations I'd hit trying to be an entire game studio by myself. Meanwhile, the indie scene for games kept growing and growing, and visual novels started becoming more and more prominent. Then in 2016, Aenne Schumann suggested working on a project together. She had friends who could help, resources we could tap. I had money to bankroll the venture and an idea that had been forming since 1999. Both of us combined had a diverse array of perspectives about arcades and arcade culture, which could be used to write a stronger story than either of us could have created alone. And we had the tool I'd learned about so long ago, RenPy. The time was finally right to make this work. No more limitations. No more compromises. If I was only ever going to get one shot at making a professional video game I wanted to go all out -- hire amazing artists, collaborate with them, work with a publisher, get this in front of as many people as possible. If it tanked, I'd soak the loss and at least say I did it, I crossed that off my bucket list. But if it succeeds. If this grand fiasco actually succeeds. Well.. Arcade Spirits Releases February 12th! : Weve got a release date February 12th, 2019! Woo your arcade partner just in time for Valentines Day. And along with that announcement weve got a new trailer which features some of the great voice acting youll be hearing! The demo itself doesnt have voice yet, but Ill be updating it soon to include voice acting (and a few minor tweaks and changes). Everything should be tip top shortly.. Arcade Spirits v1.02 : Welcome to Arcade Spirits v1.02! We've added a big feature, changed a few things, and fixed up a bunch of minor issues along the way. The Home Arcade Documentary is now available from the Prizes menu! This interactive documentary hosted by Naomi explains how you (yes, you!) can build or buy your own multi-purpose arcade machine and really get your game on! Modified one of Percy's endings to add some ambiguity. (Mouseover to reveal this spoiler if you've already finished the game.) It felt too punishing to have him simply die if you didn't befriend him. Our game promotes positivity and this stuck out weirdly. Now, it's simply left ambiguous. Enjoy your retcon! By popular demand, added Pizza Facts to the end of each episode! Thank you for subscribing to Pizza Facts! Adjusted the 'Basic' style user interface for improved readability and accessibility. Minor fixes: Fixed a crash when using "They" pronouns and dating Naomi. Fixed more instances of QueenBee's costume being incorrect. Fixed unlockable Juniper image to the main menu extras. Fixed Mateo's full name being misspelled in Level 03. Adjusted some language for sensitivity. Improved comedic timing on some lines. Simplified Iris's initial explanation of Fist of Discomfort.. Arcade Spirits v1.05 : Welcome to version 1.05! This includes a few minor edits to the story for flow and pacing, a number of bugfixes, and some adjustments to the Iris tutorial. We're aiming to have one more patch coming up in a week or two which makes saving games between chapters a bit easier (right now when you reload the save you have to then click 'return') but wanted to get these fixes out the door sooner. Almost all typos are gone by this point -- if you still spot any, let us know! Upgraded to Ren'Py 7.2.0. Minor pacing changes made to Levels 01, 03 and 05. We noticed in streams a few points where people stumble or the story drags, so we made some light edits. Nothing major or character-revealing was removed. Naomi no longer wears her work apron to the beach or to the finale. Clarified how 'flirting' works in the tutorial. Adjusted the tutorial to choose showing/hiding indicators AFTER you've seen an example. Typo fixes.. Arcade Spirits Pro Tips! : Database system online. Iris personality matrix engaged. Access protocol: 35:34:31:54:12:24:45:43 File access: AS1FAQ.TXT BeginTransmission Testing, one, two, three ahh, hello! My name is Iris, and Im your personal digital assistant through the world of Arcade Spirits! Today, Id like to discuss a few tips n tricks to help you get the most out of your gameplay. Dont worry, I wont spoil anything! Taking Photos! What better way to capture a moment than with a selfie, as you flesh-based entities like to call them? In Arcade Spirits, taking a photo is easy! Just tap the S key on your keyboard to Snap! a photo, which will drop right into your games file folders. That way, your cherished memories are saved forever! And if that pesky text box is in the way, just Right Click first to hide the user interface, then Snap your picture! Perfect, pristine images of your friends, your favorite places, and other delightful moments in time. Basic Isnt Bad! Throughout Arcade Spirits, Ill be offering assistance identifying your responses based on various personality archetypes: Quirky, Kindly, Steady, Gutsy, and Basically. Youll almost always have a Basically option, so if you dont like the other two, go ahead and be Basic! Theres nothing wrong with that, and sometimes, its the best possible thing to say! Dont be afraid of exploring your choices. Speaking of which Save Your Game! So you have to make a biiiig decision, but arent sure what to pick? Thats okay! Hit your ESCAPE key to pop open the menu, and save your game! You can do this at any time during the game. Become a time traveler! Break the laws of physics! Burn a hole in the fabric of space-time that consumes all mankind has wrought in a sweeping wave of destruction! Its all good. Quick-Reference Your Personality! Did you know you can check up on your personality traits and your relationships at any time? Its easy just tap the Q key on your keyboard, or left click your score in the upper right corner of the screen! Use this to keep tabs on things and make sure youre becoming the person you want to be. New Game Plus! Arcade Spirits has replayability, thanks to all the different choices and romance options at your fingertips. Want to play the game again, but skip past any text youve already seen? Weve got you covered! Click the SKIP button or the TAB key to start skipping past that stuff. Dont worry, the game will automatically stop when it hits something you havent seen yet, or when you reach a decision point! Also, on your second playthrough, your mouse wheel will act as a time travel device step backwards and forwards to see what different choices do! Why do we even have general relativity? Take that, Einstein! The Home Arcade Documentary! As a little bonus feature, you can also view a documentary prepared by Naomi that explains how YOU can make an arcade game for your very own home, using software and joysticks and carpentry and more or less! Shes got tips for you to make a project of any scale, be it a little HDMI set-top box, or a full blown cabinet. Enjoy the classics of yesteryear the way they were meant to be played! To view the documentary, before starting or loading your game, go to the PRIZES menu and click on the Documentary option. Music Too Loud? Weve mixed the music to quiet itself whenever someones talking, but sometimes you just want it quieter still especially if youre streaming the game live on the Internet. In the Preferences menu, you can adjust individual sliders for Music, Sound Effects, and Voice. Click the Test button next to each to hear what they sound like working together! While youre in here, if you dont like our pink neon interface, you can change it to cool blue pixels or a simple grey box. Its up to you! And thats all for now! I hope you enjoy Arcade Spirits when it releases on the 12th, and I hope Ive made your game experience just a little bit better.


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