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I thought maybe I should make a topic about my game.

Lurker when I beat the guy at the hq, am I suppose to just go straight for the pearl key? I didn't get any info to steer me to that direction.
 
Lurker when I beat the guy at the hq, am I suppose to just go straight for the pearl key? I didn't get any info to steer me to that direction.

Yep, that's the next place to go.
 
Ok there is apparently a bug if you lose to the boss in the volcano. It doesn't give you a game over like it's supposed to. This is because I left the losing events blank since I was ready to put in a special game over but I didn't have enough time.

I'm not going to patch this right away, since it's not actually game breaking or anything. Just a weird bug. I'm pretty sure you could either A. still do the event just fine after that if you heal, B. get into a fight and get the game over you were supposed to have, or C. just reload.

I'll add it to the opening post though.
 
Ok there is apparently a bug if you lose to the boss in the volcano. It doesn't give you a game over like it's supposed to. This is because I left the losing events blank since I was ready to put in a special game over but I didn't have enough time.

I'm not going to patch this right away, since it's not actually game breaking or anything. Just a weird bug. I'm pretty sure you could either A. still do the event just fine after that if you heal, B. get into a fight and get the game over you were supposed to have, or C. just reload.

I'll add it to the opening post though.

I noticed that bug to when I lost. I just restarted after he killed me to keep it fair 😀. Plus I didn't want to waste any potions on healing anyway.
 
There is also a bug in the prison cell. x_X

There's an "inn" type event that's only supposed to activate after the party gets out, but it happens before that too. Activating it will freeze the game.

This is another thing I fixed but haven't patched out yet.

Also I want to add that you don't even have to go near the door before escaping, so you don't have to worry about it.
 
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There is also a bug in the prison cell. x_X

There's an "inn" type event that's only supposed to activate after the party gets out, but it happens before that too. Activating it will freeze the game.

This is another thing I fixed but haven't patched out yet.

Also I want to add that you don't even have to go near the door before escaping, so you don't have to worry about it.

Well I haven't encountered that bug yet. Also I'm at the final boss 😀 Can't beat her because she paralysed my whole party at once. I guess I'll have to figure something out.
 
Well I haven't encountered that bug yet. Also I'm at the final boss 😀 Can't beat her because she paralysed my whole party at once. I guess I'll have to figure something out.

There are some accessories you get from the minotaur (really the squids) that prevent paralysis.

There's a trick to the last boss (who has more HP than was intended right now, so I'll probably just tell people to use this). The last boss is weak to tickle trap, or "tickling!" So you can use a "weak tickle trap" if you have one. Or, the skeleton key should give you a tickle trap tome in the lab. The one below Loveless.
 
There are some accessories you get from the minotaur (really the squids) that prevent paralysis.

There's a trick to the last boss (who has more HP than was intended right now, so I'll probably just tell people to use this). The last boss is weak to tickle trap, or "tickling!" So you can use a "weak tickle trap" if you have one. Or, the skeleton key should give you a tickle trap tome in the lab. The one below Loveless.

Thanks for that, but I beat her without it 😀. Took A LOOOOOOONNNNNGGG time. Did about 1000-1500 damage to her every turn and it took me 10+minutes. I got ending 1. But she wasn't that hard. 2 lvl 15s and 2 lvl 14s to finish. Also I really enjoyed it.
 
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Thanks for that, but I beat her without it 😀. Took A LOOOOOOONNNNNGGG time. Did about 1000 - 1500 damage to her every turn and it took me 10+minutes. I got ending 1.

Really? Wow, well congrats on that. That's quite a feat. The next time I need to patch this (I'll probably update the link when more of my friends are finished playing and I'm more confident I got most of the bugs), the end boss will have literally half the HP it has now.
 
Really? Wow, well congrats on that. That's quite a feat. The next time I need to patch this (I'll probably update the link when more of my friends are finished playing and I'm more confident I got most of the bugs), the end boss will have literally half the HP it has now.

I guess I lucked out on her paralysis spell. She used it only about 4 times during the whole fight, and she missed most of the time. I can't wait for the game to be finished, I mean even as it is. It was really good, but I can imagine that when it's 100% done. It will be a gold mine.
 
Finished Got ending 2 Poisonous Rhinos.
It was pretty fun.
Yeah the boss had a ridiculous amount of health
 
I finished playing the game today; I got the ening n. 8, "The Ceremony".
I currently have taken notice of at least 40 tickling bad ends, not to mention all the tickling non-ending scenes. My first impression was right; in terms of contents this game is really amazing.

Also, I didn't find any major bug; the only minor issue I can recall is the fact that the sprite of the slime boss, once defeated the first time, keeps respawning every time you enter the last level of the cave and can be re-battled (triggering the plot dialogue again); that is a bit weird.

Now, since this is a still-in-development release of the game, I feel it could be useful to give some feedback on the plot, to help future refinements. I generally liked it and the openess of the main quest is a good concept, but in my opinion some plot points felt like they had not yet been bonded together, I suppose mainly for lack of time. To name a few of the issues:

- I could understand very little of the first explanation that the brown-haired girl gave to Maria concerning who was Abandon and why should he be fought; it felt rushed and lacking of details, despite having a critical importance in the plot. Perhaps it could be expandend a bit.

- I had to use the walktrough to understand that in order to progress past a certain point of the plot I needed an airship (and without the walktrough I wouldn't have had any idea on where to find it either).

- Even after finding the airship, the whereabouts of Laurald and my plot-related need to find him in order to progress the story were unknown to me. I don't know if there was a legitimate way to obtain clues about the situation, but I just happened to stumble across him by chance.

Finally, I'd like to give a small suggestion to help improving the gameplay: the skill descriptions could be expanded with some basic information, such as their damage type and/or the main stat whom the skills are based on. Otherwise, when you have to deal with skills such as "inner strength", or "performance" it is a bit tricky trying to figure out how a character should be developed.

I hope I have been helpful. By the way, is there any guide or walktrough on how to obtain the various endings? I'd really like to see the others (and I'd love to find one in which Maria gives it back to Mefika...).
 
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I finished playing the game today; I got the ening n. 8, "The Ceremony".
I currently have taken notice of at least 40 tickling bad ends, not to mention all the tickling non-ending scenes. My first impression was right; in terms of contents this game is really amazing.

Also, I didn't find any major bug; the only minor issue I can recall is the fact that the sprite of the slime boss, once defeated the first time, keeps respawning every time you enter the last level of the cave and can be re-battled (triggering the plot dialogue again); that is a bit weird.

Now, since this is a still-in-development release of the game, I feel it could be useful to give some feedback on the plot, to help future refinements. I generally liked it and the openess of the main quest is a good concept, but in my opinion some plot points felt like they had not yet been bonded together, I suppose mainly for lack of time. To name a few of the issues:

- I could understand very little of the first explanation that the brown-haired girl gave to Maria concerning who was Abandon and why should he be fought; it felt rushed and lacking of details, despite having a critical importance in the plot. Perhaps it could be expandend a bit.

- I had to use the walktrough to understand that in order to progress past a certain point of the plot I needed an airship (and without the walktrough I wouldn't have had any idea on where to find it either).

- Even after finding the airship, the whereabouts of Laurald and my plot-related need to find him in order to progress the story were unknown to me. I don't know if there was a legitimate way to obtain clues about the situation, but I just happened to stumble across him by chance.

Finally, I'd like to give a small suggestion to help improving the gameplay: the skill descriptions could be expanded with some basic information, such as their damage type and/or the main stat whom the skills are based on. Otherwise, when you have to deal with skills such as "inner strength", or "performance" it is a bit tricky trying to figure out how a character should be developed.

I hope I have been helpful. By the way, is there any guide or walktrough on how to obtain the various endings? I'd really like to see the others (and I'd love to find one in which Maria gives it back to Mefika...).

Hmm, thanks for the heads up. I'll see if I can find out what's going on with the slime boss.

The in game way to find out where you're supposed to go when you're not sure is to go to the foot reader, in Cantrul, and have her give Maria a reading. Some people didn't like they would have to go all the way back there, so I made the walkthrough. However, I think the part about the location of the airship may have been a little vague, so I'll reconsider that one.

The only issue I would have with the skills is that I'm pretty limited on description space. I'll see what I can squeeze in. Otherwise, I'll just post the information here, since I'm deprived of the ability to give my game an instruction book, something some games depend on.

I'll type up something on the endings and add it to the first post.
 
The only issue I would have with the skills is that I'm pretty limited on description space. I'll see what I can squeeze in. Otherwise, I'll just post the information here, since I'm deprived of the ability to give my game an instruction book, something some games depend on.
You can toss detailed skill info in a readme.txt that gets packaged with the game and put some NPCs in the class changing building that explain various skills in greater depth.

On that note, you could also include the walkthrough document with the game. I'd recommend making it .txt unless you're using any formatting in the .doc.
 
You can toss detailed skill info in a readme.txt that gets packaged with the game and put some NPCs in the class changing building that explain various skills in greater depth.

On that note, you could also include the walkthrough document with the game. I'd recommend making it .txt unless you're using any formatting in the .doc.

Yeah, that's a good idea.

Is .txt notepad?
 
Well, I finished it. Beat the game as a level 12 party (though perhaps it's more like lvl 20 since I changed everyone's class when they were level 8 so I could get the boat). Received ending 1. Didn't know who I would get, honestly, aside from knowing Lockelle was being excommunicated lol. Mefika was just fine as wine to me, though the specific ending was a little bit of a letdown. Still, I kept at it and I'm happy I saw one.

I think I'll wait for an update/balance patch/finalized game(when you have time) before I try another playthrough and attempt to get another ending.

My review:

This game...oh this game... when did this thing come out? 9 days ago? Well, I thank you for keeping me up late every night trying to make progress for over a week now. Heh.

Let's start with the things that need improvement, and end with the things that were a slice of heaven.

This is gonna be a big list, so sit down for a while.

Things that need improvement-

Balance. Big time.

First things first - STATUS EFFECTS.
When you have a page full of status curing items, you miiiiiight have one too many negative status effects ingame. Not only that, but these things range from annoying to atrocious.
Right off the bat you get level 1 enemies that give the party Sick status.
Aside from continuing after combat, the poison is pretty strong. What's worse is (and this is more than likely RPG Maker 2k3 defaults going by how Regen works) that the poison hurts you when ANYTHING makes an action! In 1 turn, you could've been hit by poison 8 times. Just one. That is DEVASTATING, especially to a level one. At early levels, players aren't expected to be rich or have a lot of curing/health items or health/power, so these really hurt. Worse is when the gold you gain from a normal encounter is about 1/6 the cost of just one Antidote.

Also, I have to say, I love tickling. We all do. But damn if this game didn't try its best to make me hate it. Tickling is a god-level negative status effect. It cripples all stats, is creates a weak poison, and it partially silences some moves. It's also not curable. And if that wasn't bad enough, there's an even STRONGER version of it later on in the game that also paralyzes you (and like its lesser version, can't be cured). ARGH!

Second ties in with this - Enemies with status effects.
There are too many. Particularly random encounters. Honestly, when you fear and avoid random encounters more than boss battles, something is wrong. Enemies begin hitting pretty hard, especially when you get a large swarm of them. This is on top of them gaining a lot more HP and... status effects. Every enemy seems to gain some way to cause a bad status to the party. Look into balancing it out where not every enemy is given a stun/poison/paralyze/tickle move while hitting like a truck.

Third - Experience, leveling, and gold gain.
You're already well aware of this, but I want to reiterate it. The game is grindy. Very grindy. Overly grindy. I don't even think Asian MMO's are as grindy as this game, which is what they're known for. The reasons come from several directions. One is the exp rewarded. It takes a long time to gain a level - just one level. The experience is just too little for the work it takes to get it. I can't remember what level I tested it... Think it was 6 - 8. I grinded like crazy on the "cheat" mobs below the class change place. It took me about 40 min to get one level. This is one-shotting each with an auto-attack. The enemies in this level range actually give about the same or less amount of exp and take a lot longer to kill (and make you use up MP, status curing items, and healing items). The gold similarly is weaker. I owe a lot to those toads and spiders, but it gets old fast having to keep at them over and over and over and over.

A thing that helps separate the grind is to add more things that give exp. Bosses give 0. Ok, fine. But that's it. All you have to earn exp in the game is kill, kill, kill. Games break up the monotony by adding alternatives to exp, the easiest being questing. Quests help breakup the grind, even if it's just going out and killing more things, because it offers a quick boost to exp once you're done. It "feels" like something different than going around and attacking random encounters.

The levels take too long, otherwise, to climb even one, and this is "lower" levels. Exp needed keeps adding up with each level, so it starts to drag after a while. Also, as previously mentioned, gold is just too little for a good portion of the game (again, thank you "cheat" mobs). The gold awarded for many fights isn't enough to even cover the repair costs that you had to do to win the battle.

Or y'know what? Make those crystals you find re-usable. That'd cut down so much on grinding. You've already got the guy that'll train you to level 3; why not make more of those trainers as you progress through the game?

Fourth, lackluster spells, spell strength and spell descriptions-
You know what? I bitched about the Goth spell Offering, because I thought it was worthless. And y'know what? I still think it is...except...for the end-bosses. Because of that damn uncurable Tickling 2.0 status, I actually had a use for it to help get my party back in the game. It took the whole game, but I was shocked when I found a purpose for it. However, I still say it's a worthless spell. It's just too niche and only useful one or two battles. Another spell I have no idea what it does is the Dancer's Music spell. I didn't see any changes in battle happen - defense, damage, chance to hit or crit, or anything except the battle music changed to something more playful. Is that all it does?

I feel that spell strength needs improving. I had Lia as one of my Dancers, and she used a whip. Problem is, her whip attacks, while 0 MP, were also less damaging than flat out attacking. They also didn't have a chance to crit like normal attacks do. Spells need to be looked at for balance, particularly with how stats boost them. You should WANT to use them over normal attacks.

Also look into giving them a little better descriptions. Even if it means losing the flavorful text, knowing what a spell does or affects is more helpful.

Fifth, lack of bonding moments with the girls and choices-
I found that all the choices you could do with the girls were mostly at the early levels of the game. Actually, inbetween mid and early. There's soooo much you need to do after these levels that you can't easily go back and continue with a different path. Adding more choices later on in the game would be really helpful, since we don't get many currently and can quickly set what ending we get early on.

Sixth, navigation and direction.
Cured for the most part by the walkthrough. But it's something to take note of for the future. Try and steer the player to where they go next, and place landmarks, roads, or something that helps get them on the right path (or let them know they're even going towards something).

Alright, and now for the good stuff.

First, and it needs to be said first, tickle scenes and game overs.
This. This is a game to make you "happy", if you know what I mean. Sure, the scenes for the most part ended the same, but I really liked all the ways you tickled the girls. The last few places had some really good scenarios happen. Yea, this is not an upperbody fan's game, but after playing so many Jap games that were upperbody exclusive (with foot lovers being thrown a scrap now and then) and a few of our own here on TT that were more upperbody, I am VERY thankful for this game. Seriously - thank you Lurker. As a foot lover, I give this game's tickle scenes two 'fap-tastic' thumbs up.

Second, memorable characters.
Yea yea, you're using the default sprites (but I did notice some edits where they counted 😉). What matters is how you take that material and create your own with it. Ahhhh, a 6-ft tall karate girl with super big, super ticklish feet. Just...made me so happy; she is the type of gal I like, strong, tall, super ticklish, kindhearted, determined but also has her moments of weakness. From what it sounded like, they all had big feet. Wonderful. But their personalities were fun. Ok, Lockelle would be someone I'd shove into a tickle trap the first chance I got if she were a real life person; what with all that baby/weird talk, but she was a fun, unique character (though, I don't trust her nearly as much as the rest of my party 😛). Yuka was honorable and she was true to her word, even if it meant torture (or in one case, a relationship). Lia was...well...shy I guess. And squeamish? Ok, don't know much on her. Seemed ok. Plus, yknow, pirate lass. Maria was...well...heroine material. Mefika...mmmm... now there's a woman we'd all love to be close to. Evil, yet not really. She knew how to heat things up too. Overall, I enjoyed the life you brought the characters.

Third, weapons and armor.
I know, I know, seems stupid to add this. But you gave a lot of variety with these that helped build up our characters. Yes, I did end up sticking to staffs for casters and non-staffs for everything else, but the option was there. I could've built the characters into odd specs if I wanted to. Valkyrie was even designed to let the player choose what weapons they wanted to concentrate on. Trying to find all these different items was fun too. Broomsticks. Man I love Broomsticks. Witches be making people their bitches with these things.

Improvements need to be made, but hey - you kept me playing for over a week. Granted, at least half of that time was artificially made with grinding out the ass so I could continue, but I still am happy I completed your game. I look forward to any additions you make, and I'm curious if you might make another game one day (and we see our beloved beauties again). I'd also like to try a crack at the other endings some day.

So thank you for making a game that kept me occupied for so long. It was your first game, but you worked at it and got it out there for all of us to enjoy.
 
I don't want to respond to too much, because I don't want to make it look like I'm arguing, but there's mostly just one I thing I want to point out.

I'm not actually obligated to give classes a spell at every level. I typically do though. There's only one exception, I think. At level 11 or 12-ish, the princess was supposed to learn a reflect spell, but upon hearing that reflect is screwy in in this version, I wanted to be on the safe side and get rid of it altogether.

The only thing I have to do, balance-wise, is make sure the classes are well balanced as a whole. If one thinks, "Oh, this class is reeeaally good mid game, but their early skills aren't good, should I pick it? Hmmm." then I've actually done something really good. I've created a strategic choice for the player.

At the moment, I don't have reason to believe dancer or goth are bad classes, on the contrary, I've been thinking they're really good classes.

As for Music! It mostly does nothing, but If you use it on every storyline boss, there's a little Easter egg in the credits. I really like Music!, myself. I got the idea from a game called Dungeon Explorer. There's a class that can change the music.
 
Yeah, that's a good idea.

Is .txt notepad?
Notepad is the default program for opening .txt (plain text) files.

If you prefer MS Word, Wordpad, or whatever you used before, you should be able to choose "File -> Save As" and select .txt as an optional output format from the drop down menu.
 
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I don't want to respond to too much, because I don't want to make it look like I'm arguing, but there's mostly just one I thing I want to point out.

I'm not actually obligated to give classes a spell at every level. I typically do though. There's only one exception, I think. At level 11 or 12-ish, the princess was supposed to learn a reflect spell, but upon hearing that reflect is screwy in in this version, I wanted to be on the safe side and get rid of it altogether.

The only thing I have to do, balance-wise, is make sure the classes are well balanced as a whole. If one thinks, "Oh, this class is reeeaally good mid game, but their early skills aren't good, should I pick it? Hmmm." then I've actually done something really good. I've created a strategic choice for the player.

At the moment, I don't have reason to believe dancer or goth are bad classes, on the contrary, I've been thinking they're really good classes.

As for Music! It mostly does nothing, but If you use it on every storyline boss, there's a little Easter egg in the credits. I really like Music!, myself. I got the idea from a game called Dungeon Explorer. There's a class that can change the music.

I don't mind really if you give classes a spell at every level or ever other level or whatever. It's making the spells useful. If someone levels up, and gets "Fart" at level 7 which just makes a fart sound effect for 25 MP, players would feel gipped and rightfully upset. Thankfully you don't have anything like that, but several spells from what I've seen are really lacking in comparison with others.
Edit: I'll give a GREAT example. Dancer's Samba. Only the most braindead player would ever use this. When I tested this out, it only did minor damage to an enemy. Thing is, from what the description read, it also HASTENS the enemy. Why on EARTH would any player want to caste Haste on an enemy and make them attack twice as much?

Also, I'm talking about spells not being as strong as they should. Again, I bring up the Dancer's whip attacks (like Training), which deals less damage than a normal auto-attack. It's not just Dancers, lots of spells could use some buffs in the damage department (ex. I found Oogri and Inner Strength to be less damaging than auto-attack, and Oogri in particular costs a large amount of MP).

Nowhere did I say any class was bad. I finished my game with Lia AND Yuka as Dancers. I love that class, it is awesome. It's the spells - the spells need a look at. My progression went -

Maria: Goth -> Witch
Lockelle: Princess -> Witch
Yuka: Valkyria -> Dancer
Lia: Punk -> Dancer

So that's what Music! does. Though that means you miss the Easter Egg if you don't start at level 1 with a Dancer, doesn't it?
 
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I don't mind really if you give classes a spell at every level or ever other level or whatever. It's making the spells useful. If someone levels up, and gets "Fart" at level 7 which just makes a fart sound effect for 25 MP, players would feel gipped and rightfully upset. Thankfully you don't have anything like that, but several spells from what I've seen are really lacking in comparison with others.
Edit: I'll give a GREAT example. Dancer's Samba. Only the most braindead player would ever use this. When I tested this out, it only did minor damage to an enemy. Thing is, from what the description read, it also HASTENS the enemy. Why on EARTH would any player want to caste Haste on an enemy and make them attack twice as much?

Also, I'm talking about spells not being as strong as they should. Again, I bring up the Dancer's whip attacks (like Training), which deals less damage than a normal auto-attack. It's not just Dancers, lots of spells could use some buffs in the damage department (ex. I found Oogri and Inner Strength to be less damaging than auto-attack, and Oogri in particular costs a large amount of MP).

Nowhere did I say any class was bad. I finished my game with Lia AND Yuka as Dancers. I love that class, it is awesome. It's the spells - the spells need a look at. My progression went -

Maria: Goth -> Witch
Lockelle: Princess -> Witch
Yuka: Valkyria -> Dancer
Lia: Punk -> Dancer

So that's what Music! does. Though that means you miss the Easter Egg if you don't start at level 1 with a Dancer, doesn't it?

My bad, I forgot to mention that some of the things you mentioned are balance issues that I do actually want to fix.

As you probably assumed, damage skills at 0 MP should be doing more than attacks, at least at the level you get them (barring any unique playstyle, this is a very open game). Well, some might be beyond saving, like cheapshot (I'll have to see), but the dancer ones I want in working order. Samba, ideally, should be doing pretty good damage at that level, and the haste part is the trade off, maybe causing the player to try and kill the enemy with the skill. I thought it looked like good damage for the level, but I'll look into it to see if something is odd with it.

Inner Strength I can confidently say is a very good attack. You can get it at about level 2, and it's useful way past that. You might have been using it against an enemy that resists fist based attacks, but in general, it should be one of your best moves for awhile. It's based on both attack and mystic, so I don't know which class it would even be bad for.

And yes, you'd have to use Music! against Pouch, so you'd need a dancer early on.
 
i gotta say man i am loving this game so far totally blew my expectations, in fact id say i enjoy it on the same level as ToG so far : ) hope u make another similar game : D
 
Thanks, I'm still working on this one.

As an update to everyone, the next version will start you with 2500 gold (I figured it's fair, Lockelle would probably have some money), enemies give double the exp, and usually 1.5 gold amount. There is now a "level 5 version of Norton" that you have to pay to use. There are also scattered, one on one battles that give high amounts of exp you can reuse for additional help/fun.

None of this is actually released yet though, just the version I'm working on.
 
I don't mind really if you give classes a spell at every level or ever other level or whatever. It's making the spells useful. If someone levels up, and gets "Fart" at level 7 which just makes a fart sound effect for 25 MP, players would feel gipped and rightfully upset. Thankfully you don't have anything like that, but several spells from what I've seen are really lacking in comparison with others.

There's actually an attack called *Fart*? :umm:
If somebody were to try forcing a fart to come out, that's not farting, that's somebody accidentally crapping their pants from trying to fart.

Anyway, need (better) music material?

http://www.tickletheater.com/showthread.php?t=71111
 
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