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Eleptoclypse (PC Tickle Game)

A small update...

I said I probably shouldn't post any more teasers... the picture I added to this post isn't really a teaser but to show you what the 'map' looks like. I just wanted to give a little update on recent changes.

- The amount of floors (in the cave) was increased from 5 to 9.
- The amount of different collectible cards has been increased from 30 to 42.
- The amount of opponents has increased by 3.
- The amount of combat phrases has been increased from 120 to 168.
- Coordinates have been added in the cave (X, Y, Floor).
- Level and the amount of experience you gathered now shows in the cave.
- A mini-map has been added. (see picture)

I have decided to add this little mini-map in the corner of your screen because the game was never meant to be a "Huge Maze Puzzle"; Getting lost and frustrated at that was never the intention behind the game and I have a feeling that without this little map people do get lost. Making your own map with a pen and piece of paper would have worked, naturally, but you'd have to keep good track of the compass and coordinates on top of your screen to make sure you're still where you think you are, otherwise navigation gets messy pretty quickly. This mini-map will make your lives a lot easier, but not TOO easy. On it you can see where you have already been and where you can go... it will show the ways UP and DOWN if you have been there, but once you leave the floor (or cave altogether) the map will be cleared. So it will ONLY show the way during your current play session. The mini-map is also not saved, so staying on the level but quitting and restarting will also clear the map. Oh, the red dot is of course where you are. I didn't make it an arrow, so the compass is still useful too.

NOTE: For those who do NOT want the mini-map... I will make it possible to switch it off, but you'll have to send me a PM requesting to know how to do this. It's not hard, just change a little 'on' to 'off' in the ini file.
 
A small update...

I said I probably shouldn't post any more teasers... the picture I added to this post isn't really a teaser but to show you what the 'map' looks like. I just wanted to give a little update on recent changes.

- The amount of floors (in the cave) was increased from 5 to 9.
- The amount of different collectible cards has been increased from 30 to 42.
- The amount of opponents has increased by 3.
- The amount of combat phrases has been increased from 120 to 168.
- Coordinates have been added in the cave (X, Y, Floor).
- Level and the amount of experience you gathered now shows in the cave.
- A mini-map has been added. (see picture)

I have decided to add this little mini-map in the corner of your screen because the game was never meant to be a "Huge Maze Puzzle"; Getting lost and frustrated at that was never the intention behind the game and I have a feeling that without this little map people do get lost. Making your own map with a pen and piece of paper would have worked, naturally, but you'd have to keep good track of the compass and coordinates on top of your screen to make sure you're still where you think you are, otherwise navigation gets messy pretty quickly. This mini-map will make your lives a lot easier, but not TOO easy. On it you can see where you have already been and where you can go... it will show the ways UP and DOWN if you have been there, but once you leave the floor (or cave altogether) the map will be cleared. So it will ONLY show the way during your current play session. The mini-map is also not saved, so staying on the level but quitting and restarting will also clear the map. Oh, the red dot is of course where you are. I didn't make it an arrow, so the compass is still useful too.

NOTE: For those who do NOT want the mini-map... I will make it possible to switch it off, but you'll have to send me a PM requesting to know how to do this. It's not hard, just change a little 'on' to 'off' in the ini file.

A huge YAY for more cards, more opponents, and (I'm especially happy about this) combat phrases!

About the Minimap, I personally think you chose the best option possible, making it avalaible but also giving people the option to disable it if they don't want to use it! I'm really happy you implented it that way, 'cause I kinda had some second thoughts on this topic after we talked about it. I thought that maybe it'd take some fun out of the game..I mean, when you get to the next floor using your compass and a hand drawn map I imagine it'll be a pretty happy feeling! XD something like an achievement 🙂 On the other Hand I can see myself getting annoyed if I just want to play a "quick" ( 😉 ) round and have to take out the map/draw a new one etc. So I personally love this option!

Now stop playing the game and get to work, I wanna play! XD (Just kiddin around 😉 )
 
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In keeping in line with a little-known game release that I picked up, may I suggest one of those battle phrases be the soon-to-be infamous catchphrase:

"It's Hazard Time!"

Just kidding. Your work is amazing, Ilhonoh. I've played all your games from TK Black Jack on. You have a gift, and I say you should do it as long as you continue to have fun with it. Can't wait for this one, Jen or no Jen.
 
About the Minimap, I personally think you chose the best option possible, making it avalaible but also giving people the option to disable it if they don't want to use it! I'm really happy you implented it that way, 'cause I kinda had some second thoughts on this topic after we talked about it.

(..)

Now stop playing the game and get to work, I wanna play! XD (Just kiddin around 😉 )

You can do the same thing with the coordinates display by the way. Independently of the map. If you really want to. So if you want to be totally lost you can switch both off...

And you know I'm not playing just for fun. It's both testing the functionality, strengths of the opponent decks, as well as checking that it's actually possible/doable to play the game till the end. After all, it'd not be fun if you can not finish the game because e.g. the level 6 opponent is not beatable. With equal cards you surely can beat them, but to get equal cards you first have to beat them a few times to win them.

In keeping in line with a little-known game release that I picked up, may I suggest one of those battle phrases be the soon-to-be infamous catchphrase:

"It's Hazard Time!"

Just kidding. Your work is amazing, Ilhonoh. I've played all your games from TK Black Jack on. You have a gift, and I say you should do it as long as you continue to have fun with it. Can't wait for this one, Jen or no Jen.

Thanks for your comment, PMG! The combat phrases aren't actually things the combatants are saying, but rather descriptions of what you and they do and regularly reactions to that. A bit like commentary of a soccer match I guess.

I do have very cool ideas for more games, but want to take a break first.


A small update follows...

In the original version of the game I had made it so that if your endurance drops to zero you lose the match. This unrelated to what the opponent's endurance is. True, it's a turn-based game, but that does not mean that BOTH endurances can't get to zero at the same time (e.g. by playing a card that drains both your endurance as well as the opponent's - an example of such a card is in one of the pictures I posted earlier).

You might be happy to hear that I am making a change to that. No longer will the opponent get advantage of winning the match if both endurances reach zero (I thought this was unfair, even if the opponent never forces their own endurance to drop to zero that way). Instead, what follows is a very cute version of a game that the Japanese call "Jan-ken". Some of you might know what that is. 😛 This will then decide the winner. In case of yet another draw, it's repeated until a winner is found.

This brings a totally new strategy into the game, which I refer to as "going for broke". So if you know you can't tickle the opponent enough this turn to make it and you're so low on endurance that you fear the opponent will beat you in her next turn... but you have a card that drains her so far that she reaches zero but at the cost of your own endurance becoming zero as well... you can gamble on winning Jan-ken. A final but desperate chance at winning the game after all even if it looked lost.

No screen shots of that yet. Oh, by the way, this is in the cave only. No Jan-Ken in the pub... but then again, there's nothing to lose there either.
 
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Your making a big job doing this games Ilohnoh. I played the previous ones they were great and I am sure that they take a lot of your time to be done, so, Thanks for sharing them to us.
I'm looking forward to see the last invention of you.
 
Weekend update!

First of all, for those who are hoping to see a date... I won't make any promise about it yet, but I'm aiming for releasing this game next weekend.

Progress:

- A few pieces of art still need to be coloured. 24 phrases still need to be added, plus a few encounter phrases. The code for untying ties is not yet in, but that's a fairly simple thing to add. Last but not least: I have to play the game to the end. Don't underestimate the last bit, it's possibly one of the most important ones. While playing the game myself I can get a bit an idea on the difficulty level. Yesterday I found out that the first two levels were challenging but fun while the third level was simply impossible. I managed to win only once out of eight tries so I had to do a little bit of tuning of the 3rd wave of cards and the opponent's deck. Strategy and putting your deck together smartly help a lot, but in this case the opponent's new cards (which you can only get through winning from her) were so strong compared to what you could have already gathered before that I had to tune it all a bit.

New stuff:

- I have added an option to switch the pictures of the opponents off. This is a line in the eleptoclypse.ini file where you can change the key "Visuals" from "on" to "off". Naturally the default is "on", but I can imagine that there's some people who rather read the story lines without seeing a visualisation of their opponent, so they can use their own imagination to the fullest. It's like reading a book versus watching a movie. Whichever you like better is now supported. 😉 In non-visual mode you will encounter an opponent, but they will just be presented as a silhouette (this is only one variation of the picture, no alternatives). You won't get to see tickle pictures either when you win, but through the Awards button you can still get to see that content as well, once you progress.

- I have added a widescreen mode. As you might have seen, there are quite a few UI parts, especially when you're playing cards. In the meantime the opponent shows on the background but the UI is partly covering the picture. So for those with a bit bigger screen I implemented a different solution that stretches the screen, placing the picture, cave, opponent, navigation, story, etc. on the right, while having the card-play on the left. The game will auto detect which mode is better for your screen, but you can override this either way by making a small change in the eleptoclypse.ini file: switching the line "Widescreen=auto" to either "Widescreen=off" or "Widescreen=on".

Attached to this post you can see a version of the widescreen layout during cardplay, as well as the 'non-visual' mode in action.

You might also want to have a look at the story text in the picture attached as it's a good example of what you might get when fighting a level 2 opponent, being a level 3 tickle fighter yourself. Remember that you have to read the sections from bottom to top, the newest bit is always added on top (and highlighted in white). The story phrases are depending on the cards played, so of course there won't be too much variation just yet when you're starting the game, but as you level up and get more cards, encounter different opponent decks, the amount of phrases will increase and change.

Edit: After colouring the level 7 opponent... I think that she looks rather spot on... but also rather creepy and I wonder if it will be more of a turn off than a turn on to most when tickling her... or getting tickled by her. So I have added another setting to the eleptoclypse.ini file where you can switch her off while retaining the graphics of all the other opponents. Note, you can still see her in the reward screen if you access it once the picture becomes unlocked there. The option to look for is "Horror=on" and you'll have to switch it to "Horror=off" if you want her replaced by the well known silhouette.

Finally I would like to say something about the tickling spots....

I have tried to make the tickling as varied as possible. So you shouldn't get to see the same descriptions, techniques and spots over and over again although spots are of course limited and if there's a card you (or your opponent) really likes, there's bound to be some repetition. In the story (through playing the cards) a wide range of areas are being tickled, both common and uncommon. Amongst the uncommon you might happen to encounter ear tickling, nose tickling, or a special spot on the lower back. In the artwork the visual tickle scenes include the following areas being tickled:
- armpit: on 2 reward pictures
- sides: expected on 1 reward picture
- bellybutton: on 3 reward pictures
- feet: on 2 reward pictures
- leg insides: on 2 reward pictures
- nipple: on 2 reward pictures
- pussy: on 1 reward pictures

Note that while the game doesn't show a lot of nakedness, there is an amount of exposure, especially on the card pictures.
 
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Update: I created a little trailer for you all to enjoy. Uploaded to the [ame="http://www.tickletheater.com/showpost.php?p=508301&postcount=1"]first post[/ame] of this thread.

It doesn't show any tickling specifically (You get to see that when you play the game) but just a little advertising. 😉 Oh, and it contains the release date. If your connection isn't slow, go watch it, it's 2.3 Mb.

The game itself should end up being somewhere in the range between 5 and 10 Mb, I think it'll end up at about 7Mb.

More later.

Ilo.
 
This is a rather ambitious project, and it looks great. Sharing a love of both CCG and tickling, I'm anxious to see how this turns out. Ticklers have such a high probability of overachievement in their passions. Well done 🙂
 
Am just so excited about this! 😀 😀 THere are so precious few tickle games, this is going to be an excellent addition. Thank you for putting this together. 🙂
 
oblesklk: Overambitious: Definitely. But I did it! It is working! I'm playing it and it is A.D.D.I.C.T.I.V.E. and huge (I am now level six! 😀 - Note: I cheated here and there to make the play testing a bit quicker,... to get the library that I have a normal player would have to fight a good 40 extra tickle fights..., not to mention that they'd have extra fights anyway due to navigation. Being in debug mode I have the advantage of seeing that it works and then skipping some cave-navigation by just hopping from floor 5 straight back to floor 1*)

Feathers: Great to hear. I think this definitely is my best game yet.

*) Having that said... don't worry too much about this, after going through floor five you won't have to keep going back to the pub every level. The game changes a little and you won't find a trainer capable of training you in the pub anymore anyway. 😉
 
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Releases of computer games often tend to slip.

However, instead of being delayed, you may be able to get Eleptoclypse one day early!

The fact is that I like special days and one such day is coming: The Equinox. This year it falls on the 20th of this month (coming Friday) and that's one day ahead of the planned release date, so I am working hard to get it all ready for then. Your weekend and the fun may thus begin a day early. 🙂



Then a small update:

Regarding the game of Jan-ken (i.e. rock-paper-scissors for those who didn't figure that out yet)... The situation of a 0-0 endurance outcome (draw) arose fairly easily for me while I was play-testing the first level(s) but later on the numbers are all a bit bigger and chances to get this opportunity somehow seem to really diminish. I might give an opportunity to play these little mini-games on the reward pages as well (once a reward is opened) so you won't have to miss out on those. There will be no catch and nothing to gain from the rewards page, those will be just for fun.

About the Eleptoclypse.ini file: I added a new switch: "Slashmale". (basically /m). This is by default "off", resulting in that all encounters in the cave are female. When switched on they will be male, except for the BOSS NPCs. There are not many of the latter (one on level 5 and one on level 9). As I wrote earlier, there is no artwork for these (unfortunately for those who like /m content) but it was simple enough to at least cater to that group in some way. The combat text is tuned for male encounters that way and e.g. a "beautiful princess" suddenly becomes a "handsome prince". Setting this /m function to 'on' overrides the setting in visuals, to prevent that you see pictures of females while the combat text talks about men. Trainers (in the pub) are NOT affected by this in any way. There's no tickle picture of them, only a general picture. One is always male, four are always female.

Ilo
 
However, instead of being delayed, you may be able to get Eleptoclypse one day early!

*_______*! No further comment should be necessary to show how overjoyed I am about this. XD

Edit: After colouring the level 7 opponent... I think that she looks rather spot on... but also rather creepy and I wonder if it will be more of a turn off than a turn on to most when tickling her... or getting tickled by her.

Somehow I'm really curious about her now XD
 
*_______*! No further comment should be necessary to show how overjoyed I am about this. XD

😀

A final update before the release. I'm going to say this again, but I want to say it twice because I think it's important.

The first levels are NOT easy. One of the reasons for this is that the opponents in the cave get to start first (which gives them already a small advantage compared to the training fights where you get to start first). Other than that, there's not too much possibility for strategy yet when you have so few different cards and your opponent basically has a very similar deck.

Only as you start gathering more and better cards you get more and more chance to really build your own strategy and make your play-deck exactly into what fits your playing style best. I think that by level 3 you will begin to see your power grow a bit if you build your play-deck smart. But at the levels below it you will probably see a handful of losses because you are basically equal to your opponent and if they are having a luckier hand than you it easily goes bad at that phase.

I have been playing the upper levels in the last few days (for play-testing), before returning to the beginning of the game and starting from scratch and the difference is very well noticeable. So... if you find the game hard at the beginning... play a lot with the trainer in the pub to stack up on cards well, and try to get at least five wins in the cave. Just know that things will get better for you once you get used to how the game works and what strategies work best for you (or against an opponent).

I also very strongly recommend that people reply to this thread giving their own strategies and even play-deck configurations because that will help those who are not so good at strategy or building a customized deck on their way... and it will possibly bring new ideas for alternative or better strategies to people who hadn't thought of them. This is not really needed for the first two or three levels I suppose, but the higher you get, the more cards you can acquire and the choice of what you play becomes much and much more interesting, varied and even important.

Having that said, there's not one "best strategy", but rather a lot of different ones.

The game will arrive tomorrow (Friday).

Ilo.
 
Eleptoclypse has been RELEASED!

See the first post on this thread for more information and for the download.


I hope all of you are having fun with this one. Reactions and comments are very welcome (if the popularity of this game shows, you never know, I might be motivated to make more games in the future)

You're also encouraged to reply to this thread with strategies and your favourite play deck construction, it may give other players ideas of how they can beat the game if they are not good at making their own strategies, decks
or if theirs is not working very well.

So once again, enjoy! If you have questions of any kind, you can reach me by replying here, or by PM.

Ilo.
 
Eleptoclypse has been RELEASED!

See the first post on this thread for more information and for the download.


I hope all of you are having fun with this one. Reactions and comments are very welcome (if the popularity of this game shows, you never know, I might be motivated to make more games in the future)

You're also encouraged to reply to this thread with strategies and your favourite play deck construction, it may give other players ideas of how they can beat the game if they are not good at making their own strategies, decks
or if theirs is not working very well.

So once again, enjoy! If you have questions of any kind, you can reach me by replying here, or by PM.

Ilo.

*squeeee* *goes to download* I'll edit after I played a bit..(don't expect it too soon XD)

(Btw, I swear I didn't check the page every 2 minutes!)
 
*squeeee* *goes to download* I'll edit after I played a bit..(don't expect it too soon XD)

(Btw, I swear I didn't check the page every 2 minutes!)

Hehe. Every 1 minute? 😀

Anyway, something I forgot to mention... I'm curious which tickle opponent (talking about the ones in the cave) is everyone's favourite, but of course you can't really tell until you have finished the game... Talking of which... who'd finish first? Hmmm... and how long would it take... it's not something you probably do in an hour.
 
Just a few Notes about the Start

Never(I guess) use Recover when you have 1 advance..At least not in the beginning of the game.. you'll end up with 0 naturally, unable to play any of the good cards!

Also..maybe it's just me, but the card you choose to be at stake at the start of the game is the card you want to win from your opponent.

I thought it was the one I want to bet, so I always went with recover for my first 5 trainer fights..lmao! XD Anyway playing on 😀

Oh and Edit: You can only see your current XP in the cave and the battle screen, so go there if you're interested to see how you're progressing without being infight
 
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Just a few Notes about the Start

Never(I guess) use Recover when you have 1 advance..At least not in the beginning of the game.. you'll end up with 0 naturally, unable to play any of the good cards!

Also..maybe it's just me, but the card you choose to be at stake at the start of the game is the card you want to win from your opponent.

I thought it was the one I want to bet, so I always went with recover for my first 5 trainer fights..lmao! XD Anyway playing on 😀

Oh and Edit: You can only see your current XP in the cave, so go there if you're interested to see how you're progressing

Sometimes I have used 2 Recovers in a row (especially making use of the situation where I have already 0 Advance anyway), then use Focus to get Advance back... but it takes time and in the meantime the opponent can keep tickling you.

The opponent always picks one of the non-unlimited cards (non-starter cards) unless unlimited cards is all you have, so if you have only one type of cards additional to your starter cards then that's the one they will pick as stake card. By the way, they pick a stake card before you choose yours, so you can pick another card than they have selected if you want that...
Edit: misread your comment on that. Yes, you pick a card from your opponent's deck, that's the card you will win if you win the match. 🙂

You can also see your current exp from the top left (along with your level) during card-play. Indeed you can't see it while just hanging around in the pub, but it's easy enough to quickly hop into the cave and exit again without encountering an opponent. (although if you choose to turn around and run out you might see one, use the 'to pub' button instead).
 
One small thing I have run into is how do you get back to the pub once your out the map in the lower right is rather small and you walk off the map on screen when you keep going. Now im lost and I have no idea where the pub is or where im going...
 
I... don't seem to be able to use any trainer other than the begger... and I've used him a dozen times or so and won at least 10 of em so... yeah >_>
 
I... don't seem to be able to use any trainer other than the begger... and I've used him a dozen times or so and won at least 10 of em so... yeah >_>

The beggar is the only first level trainer. You have to get to level 2 before you can train with one of the others.

Trainers can only give you a maximum of 5 experience points and the opponents in the cave can only give you a maximum of 5 experience points*. So you need to win at least 5 games in the pub and win 5 games in the caves to get the 10 experience points needed to gain a level. The answer to your problem is: go explore the cave. You'll find also a chest in there with some extra cards you weren't able to get from the NPCs yet by the way. By the way, the beggar in the pub is the only male opponent in the game, unless you have switched "/m" on.

*) Note: this changes after level 5, once you're on floor 6 you don't need to return to the pub (no more advanced trainers there) and you will be able to get all 10 experience points needed to advance from the opponents in the cave.

One small thing I have run into is how do you get back to the pub once your out the map in the lower right is rather small and you walk off the map on screen when you keep going. Now im lost and I have no idea where the pub is or where im going...

Are you saying that the map is 'cut off' from your screen? Is it somehow not displayed correctly?

Anyway, if you exit the game and return (or you switch floors) the map on your screen will not show where you have been previously anymore. One good way is to make a quick drawing on a piece of paper of what the layout is like before you quite or go further down, then you don't have to explore anew. If you don't do that, then you'll have to wander till you find the exit back. The exit is ONLY on floor 1 (so if you are on floor 2, find a rope up). And the exit is always at the same location: X=4, Y=6, Floor=1. That's just past the middle, at the bottom of the map. Once you're there you see a bright sky and green grass, where you can either walk further forward or click on the 'to pub' button which becomes available in that location again.

If you're really having problems with still, please send me a PM and I'll try to help you out in a different way.
 
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Ok, finished it. Playing a lot of those 'card fighting' games came back to me, so it didn't take terribly long. Was rather enjoyable. Will go over those that made me a happy Ex now...

1. I liked the mix of visuals and text, though later on I just didn't read the text much. XD
2. The cards were cute too, I mean in that they actually have art. Granted, they were taken from something but the whole concept was nice for me since I was forced to play card games with my little cousin.
3. The AI wasn't totally stupid. Granted, you can learn to predict it, but it wasn't as atrocious as some I've seen.
4. Speaking of the AI, I didn't always feel like the Computer Was a Cheating Bastard. There were a few times (most notably when I just got enough Advance to use Tickle Armageddon, and then the computer would use a card to decrees my Advance (Usually either Cause Disadvantage or Sticky Business <_<))
5. Was pretty non-biased towards a particular body part tickling. Something that isn't often seen.
6. Most of the opponents were pretty cute. You asked what the favorite was. Hmmm...Well, I have a bias towards the level 3 and level 6 enemies just because of what they are, but the level 9 enemies were rather adorable.

However, I also have some things that made me a sad Ex. :cry

1. Ok...the computer (in the cave, in case you're feeling smarmy 😛 ) always goes first. Why? Just....why? 😢
2. It's a bit annoying that you can't tell which way you're facing sometimes because there's nothing indicating exactly which direction you're facing. I mean the compass doesn't show any distinction between S/N and W/E. I got lost a bit at some points.
3. I remember before that you were listing the places tickled in the pics. It said that there were two instances of armpit tickling. However, one of them isn't really even visible. And I like my tickling visible! :cry Why didn't you just invert the arms?
4. So...what were you smoking when you came up with the level 7 enemy? Would've preferred a succubi or devil girl myself. I know, Land of the Dead, but eh...
5. The level 4 enemy looks like she has no chin in her tickling pic! I was having flashbacks of that one comic where the guy was dreaming about Shigeru Miyamoto showing up at a grocery store and stretching his neck to the counter because he's an alien!

Finally, these are some technical issues.

1. When you have a match for a really long time, at some point it gives an error messages and closes. Haven't confirmed if you lose a card here, but I think you do.
2. Were a few instances of typos which referred to the male gender while fighting a female.
3. After beating the game, I wandered around a bit on the bottom floor to max out my level (since I was level 9 when I won). And I somehow encountered a level 10 enemy. Is this natural? Because upon winning I got another error messages/crash.

Good job on this.
 
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My computer can play this game. I just made level 2. Its a fun game. Great job.
 
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