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The Great Tickle Trap: The Game [Concept]

Joseph Leanos

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I LOVE MTJ's "The Great Tickle Trap" comic! It's a personal go-to for whenever I need a tickle comic fix in my day! Now, granted I mostly just read the first two pages and all the Maggs/Mad Doctor stuff, but I still love the whole comic, don't get me wrong XD! And I thought for a while "This is so good, it needs MORE than just two comics, man! I saw someone make a "movie cast" post here over 10 years ago, but why stop there? What's another new media form outside of MTJ's usual that could be applied to this masterpiece of a tickle comic? I know...video games! I mean, if "Tickle Magnet" can do it, why NOT? Now, I'm no game developer, but I am an idea have-r, so I went ahead and came up with concepts for the game and what it would look like if it were to be made. Here's a general idea of how it could go: It would be split up into various levels, each based on different sections of the comic. In each one, you have to complete a minigame to progress the story, with animated and voiced cutscenes in-between. And what would those minigames be? Well...

[Oh, and spoilers for the comic are up ahead, so, if you never read it before and want to, leave now and return when ready. Ok, moving on!]

Level 1: This first part would be based on the first two pages where all four captives are at the mercy of the Gomez Girls. In this game, your job is to tickle the feet of the 4 girls by hovering over them with your mouse. But they'll resist the tickling at first. They each have a tickle meter, and the longer you tickle them, the more and more the meter will rise, and when it fills all the way, they'll finally burst out laughing. But the meter drains when you stop, unless it's already full. However, to keep the minigame interesting, the meter will stop filling up after a certain point, forcing you to tickle somebody else for a few seconds. Once all 4 meters are filled, you win.

Level 2: This is based on the section with Sonya and Lexi. The aim of this minigame is to make Sonya wiggle so much that the secret microfilm in her pants falls out. To play, various white spots will show themselves across Sonya's upper body, and you have to click on them to tickle her. The more you do, the harder she'll wiggle. But to make it more challenging, the spots will vanish after a few seconds, and you gotta click them before they do. They'll also disappear faster the longer you go on. If you click on a part of her body that doesn't have any white spots on it, Sonya will get angry, and she'll stop wiggling, forcing you to start again. Once she wiggles hard enough, the microfilm will fall out, and you win!

Level 3: This portion is based on the part of the comic starring Yoly and the Gomez Girls, and of course, the good ole Spawt Bot. The way this minigame works is that you'll be controlling the Spawt Bot. What you gotta do is hover around various spots on Yoly's body and brush them to "clean" them up. But as you do, her body will shake and move, and you gotta keep up with it, following along with her constantly moving body. Once you've filled up a certain percentage meter, you'll move onto the next part of her body. This will continue until you finally find her birthmark. Once you do the same method for that spot, you win the level.

Level 4: This part stars Maggs and the Mad Doctor. The main goal is to get Maggs to make the sound meter next to her hit the red as much as you can. The way you do this is with the classic scientific method: experimentation! What you have to do is use various tools and tactics to tickle Maggs' belly, pits and feet, to see which ones tickle her most. Now, keep in mind, not every tool and tactic pair up will work as well as the others. And some won't work at all! Your mission is to find out which ones work best of Maggs, and exploit them. However, the game won't progress until every tactic is used at least once. The ultimate end goal is to use each most effective tactic a certain amount of times, probably 10. Once that's done, you complete the level and can move on.

Level 5: As those who read the comic might've guessed, the next level is for Andi and Anabelle. This time around, the way you tickle Andi is entirely left up to chance. You will spin a wheel that has various ways of tickling labeled on it, and whichever one it lands on, you gotta tickle Andi in that way. You do this by clicking her body parts over and over until you hit a "breaking point." Each time you hit a breaking point, you'll receive a certain amount of points based on how fast you were. The longer the game goes on, the harder points will be to earn. Your ultimate goal is to hit 100 points. Once you do that, you win the level.

Level 6: The final level. This one gives you control of Jane, Tammi and Dusty. Your mission is to rescue the other girls from their ticklish fate. You'll be walking around the building, Metal Gear style, and you have to find the various rooms the girls are in. But while looking around, the trap's goonies (Colin, White Lotus, Bandito, etc.), will be roaming around, looking for you. If they catch you, you get captured. If all three girls are captured, it's game over. Once you find a room where a girl is captured, you have to rescue them from their respective tickler. You win once you save Maggs, Sonya, Andi and Yoly, as well as capture Anabelle, Lexi and the Mad Doctor. Or maybe that's what Morandilas wants you to think...

So, yeah! That's what I think a Great Tickle Trap game could look like! I would genuinely love to see a project like this be made, whether it be by a fan or by MTJ themselves!

Free idea RIGHT there, MTJ folks. Take it or leave it! 😆
 
Now, I'm no game developer

I actually am, believe it or not. What most idea-hav-r's vastly underestimate is how much time, labor, and most importantly, money is involved in making something halfway decent.

That's why there haven't been too many good tickling games made and why the ones you do see tend to be made with construction kits like RenPy or RPGMaker and lean heavily on clip art, or feature mechanics that can be prototyped by a competent developer in an afternoon.

A fully 3D game with original characters, art, and animation? You're looking at a minimum of a year, a team of three or more, and a few hundred thousand dollars if you want people actually capable of bringing it to life.
 
A fully 3D game with original characters, art, and animation? You're looking at a minimum of a year, a team of three or more, and a few hundred thousand dollars if you want people actually capable of bringing it to life.
Ok, sure, but you could make that argument about ANY type of video game, really. It would take a long time, and a lot of resources, but so do ALL games. Doesn't mean it could never happen.

Also, for the record, I think the game would be better with 2D visuals instead of 3D, if that means anything.
 
Ok, sure, but you could make that argument about ANY type of video game, really. Doesn't mean it could never happen.

I don't recall saying it could never happen, just that the odds are extremely low. Cost is the main barrier, honestly; most people who could see a project like this to completion don't work for free and/or don't have the time to invest if they are. And while it's true that yes, games are expensive to make, a game made specifically for a tiny niche community is even more of a hard sell because less people are going to be available to buy it, by definition.

I mean, even if the game were to be made, this community hates paying for things. They pirate five dollar clips like there's no tomorrow, after all. You'd have to price this game higher than people would be willing to pay in order to make any money, which would guarantee that it wouldn't.

I'm not saying nobody should try, hobbyists have made a lot of very impressive games in their spare time. Hell, I'm working on a visual novel/dating sim featuring a few of my models as we speak, but I am keeping my costs minimal and my expectations very, very low. I'm saying there's a reason this community hasn't produced anything like this yet. We've had a few people pop in here wanting to make more ambitious video games over the years, and they never get off the ground.

Edit: OK, truth be told I only skimmed the wall of text initially and my eyes lit on the part about the Metal Gear Solid mode, which made me think of recent titles in 3D. The original MSG games were, in fact, 2D, so there's that. Honestly, I could probably write a game like this in a month or three so the biggest hurdle would be art, but the amount of art you'd need to make this anything other than super-repetitive would still drive the cost up. It's not a bad idea, but my original point still stands; it's dancing on the line of "too much effort to be worth it". Who knows, though, anything's possible.
 
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