@Waluigi451 It's more of a narrative device to be honest. A way for the player and the character to feel a bit stuck in this dead end job. You're MUCH better off just playing the games as it'll boost their income massively and dwarf what you make from washing pretty quickly, BUT we don't explicitly tell the player that until a little further into the game.
You can also use an old school cheat on the start screen to make you S-Rank all washing every time.
@Orokosaki Once you've bought them you can. Actually the easiest way to make money quickly is to complete the "goals" (mini achievements) each machine has, which massively boost a cab's popularity. Also just spending time on a game will boost it too.
@CharlieGirl you can unlock a "trendy glasses" upgrade that means you can zoom the camera by clicking the right stick. A big reason for adding it is because I really like the CRT shader up close, especially when the reflections are looking cool.
@dew12333 in terms of the arcade games they vary quite a bit. There's a few that'll take more than a couple of hours to complete, with their own leveling systems, progress and unlocks etc. Happy to answer questions.
@ParadoxFawkes we've tried to make stuff varied. Cleaning the toilet for example involves rotating the right stick to find the "sweet spot" (ewww) then plunging with RZ. Debugging broken down games is basically riffing on virtua cop, but you're flicking cockroaches off a PCB.
The activities are definitely simpler than the games though. The games are fully realised games and range from simple stuff like point and shoot to quite complex puzzle games or even multiplayer twin stick shooters.
@SpringDivorce yay. Thank you. I'm actually layed out in bed with COVID right now (not too bad thankfully) and this cheered me right up! (I'm the guy from the interview)
@RupeeClock I'd argue Blockchain is worth the entry by itself (but as one g the Devs I'm a little biased).
It's heavily inspired by a mobile game called Drop7 but with our own twist. Some of the games are definitely bigger than others, and the proof will be in the pudding as it were, but I think you'd be pleasantly surprised at the depth and breadth of not only some of the individual games, but also the main management metagame when we launch.
We did a steamfest demo a few month back (which was quite out of date at the time) and the reaction was really positive.
@ChromaticDracula Yesss. I loved that about Animal Crossing on GameCube. And that you could load them onto a Gameboy advance too.
I'm on of the Devs by the way. As an aside, we have a "Daily to do" list in the game which is directly inspired by the Nook Miles system from New Horizons.
@Teksetter No problem. Always happy to chat about games! And thanks for the enthusiasm. I'm really excited to hear players thoughts when it actually goes out into the wild, as it were.
For us it's as much about imprinting our own DNA into everything, so some of the games feel like they're from the same "companies" and have a similar style and recurring characters and so on. It's all kind of based in the same world as our other games and we can be very tounge in cheek with it.
@Teksetter we've intentionally steered away from licensed games actually. It gives a lot more creative freedom in what we can do.
Typically arcade games didn't have progress or XP systems (with the exception of a few very cool MVS ones) and some genres didn't really work well the in arcades.
Making our own has meant we have total freedom to do what we want, so for example we have this match 3 game (that's one of my favourites), that's dressed like a JRPG and will take about 2-3 hours to complete by itself.
@Steveslotty Hey, one of the devs here. Thanks for the interest. I'll give you a bit of background on the thinking behind the laundrette. It's basically meant to be a bit like one of those dead end jobs everyone had in their teens that they just hated (I had my fair share).
We've tried to make all the tasks seem mundane, but gamified them loads so they're actually really satisfying, but the main reason for it is to give you a real feeling of progress.
If you played our last game (Vostok Inc. - quite a few fan here at nintendolife) you'll know we love a strong metagame and adding more and more stuff to do as you go along.
With Arcade Paradise we want you to start off in this crappy job, where you're splitting your day between doing laundry etc and also growing the arcade and playing the games.
You keep growing it until there's no laundrette and you've filled the entire space with arcades.
As for the setting being 93... It gives us a lot more creative freedom with music, the visuals of the games and some other stuff. We can get the best of both the 80s and 90s (with a bit of artistic license on exact dates).
Like Vostok Inc was equal parts shooter and idle game, in this you can't progress without managing, you also can't manage without playing arcade games.
Hopefully that's shed some light on the thinking behind the game.
@romanista I don't want to jinx it but if you liked Vostok Inc, I think you'll LOVE this. We're going for the same compelling loop of there always being something to do and unlock. I want it to feel a bit like when you were a kid and bought a new game, and then you read the manual cover to cover while you run home, but each time you unlock a new game. (You order them on a PC and then have to wait an in game day for them to be delivered).
@suikoden Check my comment to @Clyde_Radcliffe. I'm confident people will really like it when we eventually start getting it into peoples hands. There's definitely some Vostok Inc DNA in there too with the reward structure, always something new just round the corner.
@Clyde_Radcliffe Fair comment but we've chosen not for the reveal. The proof is in the pudding, obviously, but I'm really looking forward to when we can start showing gameplay and revealing some more concrete details. BUT... I trust the PR/Marketing at Wired so I'll do my bit and keep schtum for now
Also a quick one... is your name related to the old C64 game CREATURES? I looooved that game. One of the games that made me interested in making games.
@KIRO One of the rules has been we don't touch it if we can't add something, or do it better. Street Fighter 2 style game is the big absence because they're soooo hard to get right with frame counters and so on. I'd still love to do one, but it would probably take most of the project time to get right. That said we have a really fun side scroller (like streets of rage or final fight).
@Kyloctopus Thanks. Just a quick note though... We're not calling these "minigames" as a lot of them have a lot of depth and are full experiences you might pay for on their own. We want to be known for being a really generous studio
@Stargazer We showed Wired the concept for this and they bit our hand off so the racer is shelved for now (but I definitely still want to make it).
I'm really proud of this though. Can't wait until we can start showing gameplay and some of the loops. It definitely has the same Nosebleed "just 5 more minutes" (2 hours pass) DNA.
also RE: NG+ I think the Switch could handle at last another 200 drones and bullets, easily. No idea how many it'd take, as we had loads of memory left from optimising the vita version. Maybe NG+ x512 or more. If anyone ever achieves that they'll be turned into a character, planet and achievement in our next game!
@SKTTR Hey, sorry for the super late reply. The other game was "The Hungry Horde" which Sony published on Vita. It was on PS+ in November 2014. It's decent, but there's a lot of stuff that I'd have done very differently if I went back. Our next thing will be on Switch.
It's a futuristic racing game with RPG levelling, loot grinding and upgrade systems. Very "Nosebleed" with minigames and so on (but this time with quite a bit more depth in them). It's easily the best thing I've worked on. Very pleased with the team's progress.
Weirdly I get really bored with racing games so this is supposed to be a sort of cure for that. A racing game for folks who don't like racing games (and those that do!)
The music beat on Cocaine Overdrive (the exec scene track) is just slightly too slow to hit to the beat without running out of time. If your high score is 20, try slowing down. Guaranteed you'll do better.
In theory you can get an endless amount of NG+ drones, though it would eventually crash. Most I've seen is 100 and at that point you're just a flying death machine.
Internal high score for Woodguy is 800. When I set the 222 score, I'd aced it about 4 times in a row with 300+ so thought it'd be fair. Then the next day I struggled. Protips: Turn off the sound, relax your eyes, stand up, don't look directily at the tree or Woodguy. I also use one finger on each side of the d-pad!
Each NG+ means you can finish the game a lot faster. There was a guy who got in touch with me who'd got NG++++++ (x50) and could complete the game in under 15 minutes without needing to build stuff.
Hey, first off, thank you so much for the purchase. It means a lot!
So... NG+ will start a new game with enemies always being 3 levels higher than you. This means you'll be earning much faster. You also get an indestructible drone that fires lasers. You can NG+ multiple times and each time you do you'l get another drone and enemy level will increase by 3.
There are 2 endings. The one for beating the Architect and then another silly one for beating all 598 (or whatever it is) objectives.
When you start a NG+ your objectives stay HOWEVER stats are reset, so if you've killed 4900 enemies and aren't far from finishing the one for killing 5000 then it's better to grind the last 100 rather than starting again.
Hope that helps. We've learned a lot making the last 2 games so our next one should hopefully be even better.
@FuriousFurian You also earn moolah while the game is paused, but it's balanced in such a way that without building stuff you sort of hit a plateau. You can shortcut a few hours of active play with passive play, but you still need to play to progress.
With the demo shop link we're trying to fix it now with a patch BUT, transferring save game won't ever work as we do some funky stuff that's slightly different to the main game so they two don't share product codes and so on.
Really glad people are liking it. It's been made with passion
@Daftbomb Thanks so much. It really does make a difference knowing people are enjoying the game.
We've certainly got some ideas. Obviously the game has been out a while on other platforms, so we've taken on a lot of user feedback from when we first shipped and folded it in via various patches, some of that included new content like NG+ or a whole bunch more dialogue (and the ability to mute that dialogue). So the Switch version is the best version.
I'm definitely not promising, in case it doesn't happen, and a lot of it is to do with how well it sells (i.e. if we can afford to eat) but I'd love to revisit some of the actual enemy waves and make them much better. I didn't do most of these myself and I think they're the weakest link.
@neufel it's locked to 60 pretty much all of the time. Only place it drops (to 55) is the music player and the occasionally hectic sequence. Oh and load time from starting on Switch is about 12 secs, may be a little less.
Plus we're patching some optimisations into the Vita version right now
Comments 45
Re: Review: Arcade Paradise - An Addictive Arcade Management Sim That Proves Laundry Can Be Fun
@Watchman Inspired by terrible jobs from my youth to be honest.
Re: Review: Arcade Paradise - An Addictive Arcade Management Sim That Proves Laundry Can Be Fun
@Skunkfish awww.... I love it. Have you been playing any of the multiplayer games together? Vostok 2093 will be a nice co-op one
Tell your son the game director says hi 😁
Re: Review: Arcade Paradise - An Addictive Arcade Management Sim That Proves Laundry Can Be Fun
@AG_Awesome
Re: Review: Arcade Paradise - An Addictive Arcade Management Sim That Proves Laundry Can Be Fun
@Lowell Thank you so much. Really glad you had a good time with it
Re: Review: Arcade Paradise - An Addictive Arcade Management Sim That Proves Laundry Can Be Fun
@Waluigi451 It's more of a narrative device to be honest. A way for the player and the character to feel a bit stuck in this dead end job. You're MUCH better off just playing the games as it'll boost their income massively and dwarf what you make from washing pretty quickly, BUT we don't explicitly tell the player that until a little further into the game.
You can also use an old school cheat on the start screen to make you S-Rank all washing every time.
Re: Review: Arcade Paradise - An Addictive Arcade Management Sim That Proves Laundry Can Be Fun
@Orokosaki Once you've bought them you can. Actually the easiest way to make money quickly is to complete the "goals" (mini achievements) each machine has, which massively boost a cab's popularity. Also just spending time on a game will boost it too.
Re: Review: Arcade Paradise - An Addictive Arcade Management Sim That Proves Laundry Can Be Fun
Protip (I'm the game Director): On the start screen there's a cheat you can put in (you'll know the one) that will mean you'll always S-Rank laundry!
Re: Feature: 'Arcade Paradise' Dev On Animal Crossing And CoD Influences, And Its Toilet 'Boss Battle'
@CharlieGirl you can unlock a "trendy glasses" upgrade that means you can zoom the camera by clicking the right stick. A big reason for adding it is because I really like the CRT shader up close, especially when the reflections are looking cool.
Re: Feature: 'Arcade Paradise' Dev On Animal Crossing And CoD Influences, And Its Toilet 'Boss Battle'
@dew12333 in terms of the arcade games they vary quite a bit. There's a few that'll take more than a couple of hours to complete, with their own leveling systems, progress and unlocks etc. Happy to answer questions.
Re: Feature: 'Arcade Paradise' Dev On Animal Crossing And CoD Influences, And Its Toilet 'Boss Battle'
@OorWullie WTAF?! Who are they? I'll see about putting a little Easter egg of them in AP if I can find out. 2000 hours?! I should get them doing QA
Re: Feature: 'Arcade Paradise' Dev On Animal Crossing And CoD Influences, And Its Toilet 'Boss Battle'
@ParadoxFawkes we've tried to make stuff varied. Cleaning the toilet for example involves rotating the right stick to find the "sweet spot" (ewww) then plunging with RZ. Debugging broken down games is basically riffing on virtua cop, but you're flicking cockroaches off a PCB.
The activities are definitely simpler than the games though. The games are fully realised games and range from simple stuff like point and shoot to quite complex puzzle games or even multiplayer twin stick shooters.
Re: Feature: 'Arcade Paradise' Dev On Animal Crossing And CoD Influences, And Its Toilet 'Boss Battle'
@SpringDivorce yay. Thank you. I'm actually layed out in bed with COVID right now (not too bad thankfully) and this cheered me right up! (I'm the guy from the interview)
Re: Arcade Paradise Will Play On Our '90s Nostalgia Next Spring
@RupeeClock Not really wanting to divert away from NL, but here's an interview I gave to Eurogamer which goes into things a bit more... There was also a good gameplay preview IGN did a few months ago... https://www.eurogamer.net/articles/2021-04-29-taking-the-arcade-to-new-heights-with-arcade-paradise
Re: Arcade Paradise Will Play On Our '90s Nostalgia Next Spring
@Teksetter thank you
Re: Arcade Paradise Will Play On Our '90s Nostalgia Next Spring
@RupeeClock I'd argue Blockchain is worth the entry by itself (but as one g the Devs I'm a little biased).
It's heavily inspired by a mobile game called Drop7 but with our own twist. Some of the games are definitely bigger than others, and the proof will be in the pudding as it were, but I think you'd be pleasantly surprised at the depth and breadth of not only some of the individual games, but also the main management metagame when we launch.
We did a steamfest demo a few month back (which was quite out of date at the time) and the reaction was really positive.
Re: Arcade Paradise Will Play On Our '90s Nostalgia Next Spring
@ChromaticDracula Yesss. I loved that about Animal Crossing on GameCube. And that you could load them onto a Gameboy advance too.
I'm on of the Devs by the way. As an aside, we have a "Daily to do" list in the game which is directly inspired by the Nook Miles system from New Horizons.
Re: Video: New Trailer Appears For Arcade Paradise, A Game Where You Run Your Own Arcade
@Teksetter No problem. Always happy to chat about games! And thanks for the enthusiasm. I'm really excited to hear players thoughts when it actually goes out into the wild, as it were.
For us it's as much about imprinting our own DNA into everything, so some of the games feel like they're from the same "companies" and have a similar style and recurring characters and so on. It's all kind of based in the same world as our other games and we can be very tounge in cheek with it.
Re: Video: New Trailer Appears For Arcade Paradise, A Game Where You Run Your Own Arcade
@Teksetter we've intentionally steered away from licensed games actually. It gives a lot more creative freedom in what we can do.
Typically arcade games didn't have progress or XP systems (with the exception of a few very cool MVS ones) and some genres didn't really work well the in arcades.
Making our own has meant we have total freedom to do what we want, so for example we have this match 3 game (that's one of my favourites), that's dressed like a JRPG and will take about 2-3 hours to complete by itself.
Re: Video: New Trailer Appears For Arcade Paradise, A Game Where You Run Your Own Arcade
@Steveslotty Hey, one of the devs here. Thanks for the interest. I'll give you a bit of background on the thinking behind the laundrette. It's basically meant to be a bit like one of those dead end jobs everyone had in their teens that they just hated (I had my fair share).
We've tried to make all the tasks seem mundane, but gamified them loads so they're actually really satisfying, but the main reason for it is to give you a real feeling of progress.
If you played our last game (Vostok Inc. - quite a few fan here at nintendolife) you'll know we love a strong metagame and adding more and more stuff to do as you go along.
With Arcade Paradise we want you to start off in this crappy job, where you're splitting your day between doing laundry etc and also growing the arcade and playing the games.
You keep growing it until there's no laundrette and you've filled the entire space with arcades.
As for the setting being 93... It gives us a lot more creative freedom with music, the visuals of the games and some other stuff. We can get the best of both the 80s and 90s (with a bit of artistic license on exact dates).
Like Vostok Inc was equal parts shooter and idle game, in this you can't progress without managing, you also can't manage without playing arcade games.
Hopefully that's shed some light on the thinking behind the game.
Re: Wired Productions Unveils 5 Nintendo Switch Titles In Its 'Direct'
@Stargazer Awww. Thank you!!
Re: Wired Productions Unveils 5 Nintendo Switch Titles In Its 'Direct'
@romanista I don't want to jinx it but if you liked Vostok Inc, I think you'll LOVE this. We're going for the same compelling loop of there always being something to do and unlock. I want it to feel a bit like when you were a kid and bought a new game, and then you read the manual cover to cover while you run home, but each time you unlock a new game. (You order them on a PC and then have to wait an in game day for them to be delivered).
Re: Wired Productions Unveils 5 Nintendo Switch Titles In Its 'Direct'
@suikoden Check my comment to @Clyde_Radcliffe. I'm confident people will really like it when we eventually start getting it into peoples hands. There's definitely some Vostok Inc DNA in there too with the reward structure, always something new just round the corner.
Re: Wired Productions Unveils 5 Nintendo Switch Titles In Its 'Direct'
@Clyde_Radcliffe Fair comment but we've chosen not for the reveal. The proof is in the pudding, obviously, but I'm really looking forward to when we can start showing gameplay and revealing some more concrete details. BUT... I trust the PR/Marketing at Wired so I'll do my bit and keep schtum for now
Also a quick one... is your name related to the old C64 game CREATURES? I looooved that game. One of the games that made me interested in making games.
Re: Wired Productions Unveils 5 Nintendo Switch Titles In Its 'Direct'
@KIRO One of the rules has been we don't touch it if we can't add something, or do it better. Street Fighter 2 style game is the big absence because they're soooo hard to get right with frame counters and so on. I'd still love to do one, but it would probably take most of the project time to get right. That said we have a really fun side scroller (like streets of rage or final fight).
Re: Wired Productions Unveils 5 Nintendo Switch Titles In Its 'Direct'
@Kyloctopus Thanks. Just a quick note though... We're not calling these "minigames" as a lot of them have a lot of depth and are full experiences you might pay for on their own. We want to be known for being a really generous studio
Re: Wired Productions Unveils 5 Nintendo Switch Titles In Its 'Direct'
@Stargazer We showed Wired the concept for this and they bit our hand off so the racer is shelved for now (but I definitely still want to make it).
I'm really proud of this though. Can't wait until we can start showing gameplay and some of the loops. It definitely has the same Nosebleed "just 5 more minutes" (2 hours pass) DNA.
Re: Review: Vostok Inc. (Switch eShop)
also RE: NG+ I think the Switch could handle at last another 200 drones and bullets, easily. No idea how many it'd take, as we had loads of memory left from optimising the vita version. Maybe NG+ x512 or more. If anyone ever achieves that they'll be turned into a character, planet and achievement in our next game!
Re: Review: Vostok Inc. (Switch eShop)
@SKTTR Hey, sorry for the super late reply. The other game was "The Hungry Horde" which Sony published on Vita. It was on PS+ in November 2014. It's decent, but there's a lot of stuff that I'd have done very differently if I went back. Our next thing will be on Switch.
It's a futuristic racing game with RPG levelling, loot grinding and upgrade systems. Very "Nosebleed" with minigames and so on (but this time with quite a bit more depth in them). It's easily the best thing I've worked on. Very pleased with the team's progress.
Weirdly I get really bored with racing games so this is supposed to be a sort of cure for that. A racing game for folks who don't like racing games (and those that do!)
Re: Review: Vostok Inc. (Switch eShop)
The music beat on Cocaine Overdrive (the exec scene track) is just slightly too slow to hit to the beat without running out of time. If your high score is 20, try slowing down. Guaranteed you'll do better.
Re: Review: Vostok Inc. (Switch eShop)
In theory you can get an endless amount of NG+ drones, though it would eventually crash. Most I've seen is 100 and at that point you're just a flying death machine.
Internal high score for Woodguy is 800. When I set the 222 score, I'd aced it about 4 times in a row with 300+ so thought it'd be fair. Then the next day I struggled. Protips: Turn off the sound, relax your eyes, stand up, don't look directily at the tree or Woodguy. I also use one finger on each side of the d-pad!
Re: Review: Vostok Inc. (Switch eShop)
15 MINUTES! i take longer poops.
Re: Review: Vostok Inc. (Switch eShop)
Each NG+ means you can finish the game a lot faster. There was a guy who got in touch with me who'd got NG++++++ (x50) and could complete the game in under 15 minutes without needing to build stuff.
Re: Review: Vostok Inc. (Switch eShop)
@SKTTR
Hey, first off, thank you so much for the purchase. It means a lot!
So... NG+ will start a new game with enemies always being 3 levels higher than you. This means you'll be earning much faster. You also get an indestructible drone that fires lasers. You can NG+ multiple times and each time you do you'l get another drone and enemy level will increase by 3.
There are 2 endings. The one for beating the Architect and then another silly one for beating all 598 (or whatever it is) objectives.
When you start a NG+ your objectives stay HOWEVER stats are reset, so if you've killed 4900 enemies and aren't far from finishing the one for killing 5000 then it's better to grind the last 100 rather than starting again.
Hope that helps. We've learned a lot making the last 2 games so our next one should hopefully be even better.
Re: Review: Vostok Inc. (Switch eShop)
@FuriousFurian You also earn moolah while the game is paused, but it's balanced in such a way that without building stuff you sort of hit a plateau. You can shortcut a few hours of active play with passive play, but you still need to play to progress.
Re: Review: Vostok Inc. (Switch eShop)
@0muros Thank you
With the demo shop link we're trying to fix it now with a patch BUT, transferring save game won't ever work as we do some funky stuff that's slightly different to the main game so they two don't share product codes and so on.
Really glad people are liking it. It's been made with passion
Re: Review: Vostok Inc. (Switch eShop)
Also. Thanks dude.
Re: Review: Vostok Inc. (Switch eShop)
Wait. Did the link not open the eshop?
Re: Review: Vostok Inc. (Switch eShop)
@RavenFellBlade Thank you so much! Means a lot! Feel free to leave a review or whatever on metacritic if you have 5 minutes spare!
Re: Review: Vostok Inc. (Switch eShop)
Oh and the Eurogamer Review is pretty good too...
http://www.eurogamer.net/articles/2017-07-25-vostok-inc-review
Re: Review: Vostok Inc. (Switch eShop)
Ignore that fact it's PS access on a Nintendo site, but this does a great job of showing the game... https://www.youtube.com/watch?v=9R82saUc8Do
Re: Review: Vostok Inc. (Switch eShop)
@Daftbomb Thanks so much. It really does make a difference knowing people are enjoying the game.
We've certainly got some ideas. Obviously the game has been out a while on other platforms, so we've taken on a lot of user feedback from when we first shipped and folded it in via various patches, some of that included new content like NG+ or a whole bunch more dialogue (and the ability to mute that dialogue). So the Switch version is the best version.
I'm definitely not promising, in case it doesn't happen, and a lot of it is to do with how well it sells (i.e. if we can afford to eat) but I'd love to revisit some of the actual enemy waves and make them much better. I didn't do most of these myself and I think they're the weakest link.
Re: Review: Vostok Inc. (Switch eShop)
@Anti-Matter No pay to win here... at least not with real money
I'm the dev by the way, so happy to answer questions
Re: Vostok Inc Will Make Switch Owners Stinking Rich on 7th December
Final note... That trailer was done by our publisher... this one was done by me:
https://www.youtube.com/watch?v=ghXeDxSszYQ
Re: Vostok Inc Will Make Switch Owners Stinking Rich on 7th December
@neufel it's locked to 60 pretty much all of the time. Only place it drops (to 55) is the music player and the occasionally hectic sequence. Oh and load time from starting on Switch is about 12 secs, may be a little less.
Plus we're patching some optimisations into the Vita version right now
Re: Vostok Inc Will Make Switch Owners Stinking Rich on 7th December
Hello. One of the devs here... for those that are interested here's a review from Eurogamer on the other versions...
http://www.eurogamer.net/articles/2017-07-25-vostok-inc-review
And a video from the PS Access guys that can sell the game much better than I can...
https://www.youtube.com/watch?v=9R82saUc8Do
Switch, for me is the ideal home for the game, and I'm not just saying that. I got my code for it today so will be downloading when I get home