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Divine Arms

Game Description:

Divine Arms is a tale of celestial personas. Their universe formed when the Stellar Titans Ribolg and Maelia had an epic sexual encounter. Their sweat formed ice and comets. Their moans produced black holes and radiation. Each clash from their heavenly bodies created super clusters. After billions of light-years of endless intercourse, their climatic big bang basically gave birth to their universe, Maribolgka. The event also spawned an infinite number of celestial beings. And these entities have been at constant war with each other. In the infinite factions, we center the story of Divine Arms to a certain celestial clan known as the Featheration. …stupid name, huh? Bear with me. It’s part of the story. The Featheration is a race of winged celestials. We can reference them to angels and they have recently created the Marionette Drive. The Marionette Drive is a special Divine Armament that functions like a remote control. And in the many pages of the multiverse, ours is the closest to Maribolgka. The chosen puppeteer is you, on Earth, and basically, the Marionette Drive is your mouse and keyboard. You get to control an aspiring Celestial Diviner named Sigil Aetherwink.

  • Extract to desired location.
  • Click on "Divine_Arms_196b" to start playing.
  • make sure you have the SWF Folder besides the Divine_Arms_196b.exe so you won't crash on 'special' events.
Animations. I've done a couple of tests and will finalize the style this month. Aside from other sprite animations like Siggy getting armor recovery, I'm pretty much done with the tech demo and will focus the next months doing the spicy animations. Again, no Chris Armin quality. In fact, to be honest I'm leaning towards good enough and quick because, again, I still have to do the code, add them in etc etc. I'll once again finish a loop this week and I'll let you decide if it's good or more than enough. I need to get to a certain style and flow that matches the development in general. If I do it too much, I notice I get burned out easily and when I come back to coding, I sometimes forget my game logic, so again, a balance to overall game development and visuals. Game State Right now, v2.35 you will notice a lot of changes and new stuff. But basically, SIGGY IS OP with the new update. But know that not all of the things are available at the start. Most of the skills and spells in the current build need to be unlocked and upgraded. But yeah, pretty much the same enemy object (Mushroom Monster) basics like ai will host the upcoming enemies and some of the sprites are already in the works as well. I'm telling you. Never go one man army unless you're mad and old like me. Stages Ooof! You're probably sick of the current area. That's also another thing I still need to do. Luckily, we've already got the code there ready from v1.9 (The Silver hair MC) And yeah, it will be easily designed and populated with trees, traps and secrets soon! I'm just holding off a bit because the new tilemap system will be updated in Godot 4.3 so I'm not focusing much on the stages because I know Godot will break my tiles and I want to fix those after they bring it to my plate.
  • Dual Core Pentium or equivalent Processor.
  • Intel HD 2000 or equivalent Graphics.
  • 326.2 MB of free disk space (Recommended to have twice as much free disk space than this).

Walkthrough and Guide

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