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A question for everyone

Screamer81

TMF Expert
Joined
Aug 11, 2011
Messages
303
Points
18
I need to ask something to everyone:

It seems that the future of Tickling RPG is through CG images;
Now, i cannot provide something like that. Not now, not in the future.
So i was wondering... should i stop?
NNK was not well received, i'm aware of that.

I mean, LO Reboot will be like all the other games, with a little bit of strategy during combat, but will that be enough?
 
As long as you have well detailed tickle scenes and story you don't necessarily need CG. It does help, yes, but there are plenty of Tickle RPGs without CG that are fantastic based on writing alone. Heck two of my favorite games, the supreme element, and a new project are ONLY text stories and are amazing.

Sent from my LGLS755 using Tapatalk
 
Personally your games are almost the only tickling RPG I like to play because I love your style, so I totally agree with azeal123, as long as there is good tickle scenes, story and characters you don't need CG images, if you still enjoy making games I would say to go on.
Also about NNK, it's probably my favourite game by you together with Kusuguru Project, it seems to me that all the criticisms were about solvable balancement/difficulty issues, so I wouln't say the game wasn't well received.
 
I speak for myself but i'd take well written scenes over CG anytime. I like tickling literature and I played both Kunzite's text only games and loved them a lot. Look at early games: Tower of Gargalesis or the laughing isles. Both games had amazing scenes. Now we get this "Who Hunts Monsters" game and it doesn't use CG either while doing just fine and the feedback i've seen it thread seems to be positive too. I also like when game creator puts shorter scenes mid-battle, few sentences of what's happening to PC or opponent. You don't need to put everything in "gameover tickling" or "boss is defeated and i get to pay her/him back". Improving your writing is also easier than learning how to draw CGs properly

On another thing, Who Hunts Monsters has no tickling combat, you fight with regular RPG abilities and it's doing just fine, you have scenes for being defeated and soul prison where you punish the monsters.
 
No I don't think you should stop. You make great games, you are the Bethesda of tickling games. As for saying people will always choose CG over written is like saying that everyone enjoys movies over books, and I for one love books 🙂.
 
Since the arrival of the games of "Noir", many people expect the same "quality" with scenes made with images, but at the same time these people forget that you can make a good scene without pictures, there are examples like "Tickle Warrior " that do not have CG, but they "show you" the scene, and there are others like" The laughin Isles "that does not always show the scene but it is well written and you can see the faces of the characters.

Personally I think NNK has not been your best Game, but that does not mean that it has very good scenes like that of the Alraune sisters(Why the scenes of Alruane girls are so good ?! Xd)

P.S: sorry for my bad english :headpat:
 
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I don't think you should stop Screamer81. The most interesting thing in your RPGs are the storie. They are original and I love the references you do of all of your games inside a new one. CG pictures do not replace a good story, and usually your choice for the graphical art and engine concept are very harmonic. Personally I think that NNK was not well received because you win a bad end if you enjoy tickling the characters, as also, there isn't much a clue about what you will not be able to accomplish if you fail, like do not win the orb if you don't answer correctly all the question in the school. I tried myself to make some tickling RPG games with RPG maker vx ace, but I never finished one. I get myself lost in ruby scripting every time when I try to make a game in this engine an dI think you seldom times create interesting games using it.
 
I need to ask something to everyone:

It seems that the future of Tickling RPG is through CG images;
Now, i cannot provide something like that. Not now, not in the future.
So i was wondering... should i stop?
NNK was not well received, i'm aware of that.

I mean, LO Reboot will be like all the other games, with a little bit of strategy during combat, but will that be enough?

Tickling games priorities: detailed tickling scene writing > CG > gameplay.

ToG, Cackling Cave, and The Laughing Isles had descriptive scene writing in them, but not varying CG mid-scene. They're still good. It's not a matter of "the future of tickling RPG." Don't focus on trends. Focus on the why people play, and how they can get what they're looking for.

Exception: more kinetic types of tickling games, where the gameplay directly involves the tickling. E.g., The Feel the Flash game with Kasumi and Julie the Tickler don't need much in the way of descriptive writing, because they're a different kind of game entirely.
 
Thank you for your feedbacks!
I'll focus on descriptive elements for LO HD and... Maybe another "Project", if i cani find the time!
 
Not a fan of how you use art from other material, just make it writing only.
 
Here's my 2 cents Screamer. I think the lack of amazing reception is, in part, due to the difficulty. Your games have a history of being pretty hard if you don't invest time in grinding up or learning what it is you need to be doing first, so to speak. I by NO means believe your games are bad and, in fact, I kinda really like the difficulty. It feels like an actual RPG that happens to have tickling content, as opposed to tickling content pretending to be an RPG. Please don't stop what you're doing. You're one of the few consistant creators we have. And your creations are always awesome. Be not discouraged. You're awesome.

If you DO want something to focus on for future projects, descriptions are definitely the way to go. Descriptions, secrets, plenty of variety in the tickle spots chosen, etc. That's really it.

To clarify my point: You have games like Mass Effect Andromeda and The Witcher and this big, massive scale RPGs with great graphics and fast game play etc. And between all of them, you STILL have these awesome titles like Pillars of Eternity that run off of an old RPG, semi-turn-based system that do so much better. It's a different medium and you kinda have to understand what you're getting with each. Games like Fairy Maze will get you some pretty awesome, unique pictures with nice text to support. Games like yours, NNK in particular, will get you great descriptions and much more in-depth game play. I'd say your games are more for a gamer's mind while Fairy Maze is more for a fetishist's mind. So to speak.

I hope that helps some! I so support your work.

-Joe
 
In my case, it's that I prefer the games to be tickling games, not RPGs containing incidental tickling thrown in. Tickling games are porn. Interesting gameplay is maybe nice to have, but often orthogonal to the game serving as porn or a delivery mechanism for a good story. If the gameplay can augment the tickling component, great. If it gets in the way, then you have to wonder a game wouldn't have been better as a VN.

Magical Girl Mio's combat was puzzle-ish, mostly got out of your way, and was an interesting vehicle for setting up tickling scenes. In terms of structure, it's my favorite tickling RPG to date.


I think combat was decent in one of Screamer's games... Might have been Lala's Ordeal 1? There was no grinding or leveling and the encounters felt well tuned up until maybe the ship? The encounter tuning in Who Hunts Monsters also felt really good, though I didn't especially like having to level up multiple classes to serve as a "key" for a specific encounter or two. Combat in a bunch of tickling RPGs was tedious enough that I'd just open the game up in RPG Maker and check the scene stuff out. Or if a game couldn't be decrypted or opened that way, there's always fucking with values via CheatEngine.

Not a fan of how you use art from other material, just make it writing only.

The art from other resources doesn't bother me. Can suspend the existing character identity of characters like Neptunia or whatever and just use the CG as a sort of visual anchor to get an idea of who's receiving. I also enjoy facial expression boxes (though realize some people dislike them).
 
I just show my opinions personally.
First,what you got it wrong is why NNK was not well received.
Actually,many NNK players are your fans,including me.
Remember,we had played your games such as KP,LALA,AWL.
Those games also had no CG scenes.But why are we still your fans and waiting the NNK for about 3 years?
NNK's problem I think is just like Mrs daves931 says.
We have no way to change the ending before the final boss.If we get the Bad end,the only way to change that is playing it again...
And we don't know tickle enemy will cause the bad end......Maybe we will get the same ending in 2nd turn......
Some items are the same.Such as KUSU ORB,DIMENSION FEATHER.If we miss them ,we have no change in this save.
And some enemies or bosses are too strong.Even I use full-power ku-spirit,I still lose.
There are bugs such as walking into the wall.
For all your games, I think it's better not to finish the game after defeat the final boss. You can let us return to the map and collect hidden items we missed.
But all I have said are the problems of gameplay.
I admit that CG game like Fairy Maze is good.
Nonetheless,it doesn't mean your game is bad.
Your games has you own style,and we like it!so we enjoy them so many years.
You don't need to force yourself.Just making game for happy.Keep on and we will support you.
Thank you for your games again!







(eh,in fact if you have the thought to make some original characters and some CG scenes someday,A warm welcome is waiting for you! XD)

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Ignore that baka's words. Take your time!
 
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