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Tower of Gargalesis (Tickling RPG M/F, F/F, F/M)

No, no. That is just a demo map I threw together. That space never actually appears in the game.

Update: I'm almost done with the first quest (which is the very first part of Chapter 1). Would you guys want me to post a beta of the game that goes up to that point, wait until the game is done up to the first mid-boss, or wait until the game is done to the end of Chapter 1?

Keep in mind, so far you don't fight anyone yet...that doesn't start until after the first quest.
 
No, no. That is just a demo map I threw together. That space never actually appears in the game.

Update: I'm almost done with the first quest (which is the very first part of Chapter 1). Would you guys want me to post a beta of the game that goes up to that point, wait until the game is done up to the first mid-boss, or wait until the game is done to the end of Chapter 1?

Keep in mind, so far you don't fight anyone yet...that doesn't start until after the first quest.
I'd vote just to wait till Chapter 1 is finished at least. Patience is a virtue and such.
 
hi, really liked the demo, and these kinda games! Only one suggestion, i would like to be able to pick my ticklish spot and class seperatly, dunno if anyone else agrees?
 
To Bows + Arrows, you can use Parallels and VMWare, Q, or VirtualBox to run Windows on Mac OS X. If your Mac has an Intel chip and runs OS X 10.5 and up, you also have Boot Camp as part of the OS. It'll let you install Windows in its own partition and dual-boot at startup.
 
The way the ticklish spots are defined is by giving different classes an elemental affinity to the different elements (body parts).

It...could be possible...I'll have to look into it. The way it works right now is certainly the easiest way to program it. I know it can't be done through classes or events without WAY more work that it's worth (I'd need to make over a hundred different classes).

I can look into a way to make the character even more customizable, but it would also effect different dialogue actions and such throughout the game. Again, I'm sure it's possible...and I'll certainly check to see how difficult it is, but it will greatly change certain aspects of the game (thankfully I haven't gotten to any class-specific dialogue options yet).
 
So I finally got around to finishing the demo, and I just had 3 questions.
1: Will there be any balancing on the classes? I see very little advantage to going say Mage or Thief as opposed to the other classes. Is there a benefit I'm missing, or is there just going to naturally be stronger and weaker classes?
2: Will the leveling curve be fixed at all? It takes forever to get from level 2 to level 3, in the demo, then you can power level on the boss and it all works out fine, but that grinding seemed to take just a little long.
3: Can you put in some sound options so I can turn down the music if I want to say, play some music on my computer while I'm playing? I don't know if that's possible with RPG maker, but it'd be a nice touch.

With all the negativity out of the way, the demo was way fun, I had a great time with it. It's a really ambitious project, and I can't wait to see the next update. I'm really behind this 100% and want to continue to cheer you on as long as you're working on this.
Great job, and keep up the phenomenal work!
 
1) Beta-Testing will decide how balanced the classes are. With the Mage, you get a skill called "Tkl Magic" which allows you to gain up to 4 additional skills (2 hidden and 3 that vary depending on your actions in the game) which have added elemental power that can ignore enemy defenses.

The thief has a hidden stat called Luck, which affects evasion and critical hits. All other characters max out at 10 Luck, the thief maxes out at 15 luck. Plus, steal was added as a way to further balance the class (allowing free juices, drinks, and coins).

If these things don't balance these classes, I'll see if there's a way to make them more viable. However, playing as a thief is supposed to be the hardest path, with Mage being the second hardest. So naturally, they will have a harder time.

As I said, prepare prepare prepare. Never go anywhere without juices and drinks, never put off getting better apparel or a better tool, and save often. The game isn't supposed to be a cake walk. However, since I know the Bonus Dungeon was a huge draw for Cackling Cave, I will be allowing a similar environment that is unlocked as you progress through the game, rather than simply at the end, to reward the players who put in the effort to advance.

2) Enemies level with you (to a cap) increasing the EXP you gain from them. Along with this, there will be "Quests" in the game, and upon completing them you will be rewarded Coins, Exp, and occasionally items. Quests will be a big part of leveling. However, if it proves far too arduous, I will drop the Exp curve to Level * 1000 as opposed to the Level * 2000 it is now. Hmm...I'll try 1500 and see if that makes it any easier.

3) Press F1 and disable the last two options 😀 This can also be used to turn on full screen and reduce flickering. Sorry, I forgot to mention this before.

Thanks for the comments and suggestions, I appreciate it more than you can know 😀
 
A quick question:
Is exp. something that HAS to have such high states in rpg maker? because if not, i would aim for less exp. needed and given, let's say, at a mildly large game, 10 exp. to get to level 2, while the first weak enemies net you, say, 2.
follow-up-question:
how do you do those intro screen in the rpg maker? you know, where you get asked all that stuff. did you do it with a panorama?
 
A Question Only.
Can You Possibly Show The Full Starter Pictures.
Like In The Menu You Only See His/Her Head And Hair.
Can You Show Us Full Body Picture How They Look In Full Picture?
 
Unfortunately, no as full body pictures exist for those default characters...I could look for some artist interpretations though...hm let's see:

(Keep in mind, these pictures are for the default characters and as such won't fit their in game description of tattered clothing/barefoot/etc. So erm...maybe these are how they look before they appear on the island.)

Note: I've changed some characters in the final version of the game. If anyone has any objections, I may change back.

Adventurer:

M: http://lud.sakura.ne.jp/vxrtp/1_1.png
F: http://lud.sakura.ne.jp/vxrtp/1_2b.png

Mage:
M: http://lud.sakura.ne.jp/vxrtp/2_5.png
F: http://lud.sakura.ne.jp/vxrtp/2_8.png

Soldier:
M: http://lud.sakura.ne.jp/vxrtp/1_3.png
F: http://lud.sakura.ne.jp/vxrtp/1_6.png

Slayer:
M: http://lud.sakura.ne.jp/vxrtp/3_3.png
F: http://lud.sakura.ne.jp/vxrtp/3_4.png

Archer:
M: http://lud.sakura.ne.jp/vxrtp/3_5.png
F: http://lud.sakura.ne.jp/vxrtp/3_6.png

Thief:
M: http://lud.sakura.ne.jp/vxrtp/3_1.png
F: http://lud.sakura.ne.jp/vxrtp/3_2.png

Again sorry those are the best I can do (and no that's the only size those pictures come in).
 
Bump for another Demo update. Sorry I'm loading you with Demos, but I want to make sure everything is working in a reasonable fashion before I make beta-testers trudge through a full chapter of the game. (that said, I am working on the actual game while tweaking the issues brought up here).

Let me know if there are any new issues!
 
So then how do I open up the quest menu in the demo? And remind me what tickle essence is for?

EDIT: Never mind. The journal is the quest menu.

There doesn't seem to be anything wrong with the new systems. It's all good.
 
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Tickle Essence is a way of...spicing things up a little. Why would random Tickle Mamono be carrying coins? So rather, the way earning money works is in two ways:

A) You complete a quest for a human, earning a monetary reward

or

B) You gather Tickle Essence by dominating the Mamono. This essence can then be traded to a character (Honey Bee will point you in the right direction) in exchange for Coins.

The only exception to this rule is the thief Steal ability. Which still takes Coins from Mamono. In the Demo, you trade the Tickle Essence to the shop keeper (once you get that option unlocked). In the Game, it will be a more...interesting character.

Hope that explains it. A general rule of thumb is, you will earn Tickle Essence equal to a Mamono's Max Adrenaline. Archers can view that amount and plan accordingly. Other classes will have to check the Essence Capture Jar periodically.

Alternatively, you can press A to view your current Tickle Essence and S to view your Quest Log. The Essence Capture Jar isn't gained until you meet Honey Bee in Chapter 1, but the Quest Log can be used from the beginning.

Note that last bit isn't available in the demo as I just added it <_<
 
I can't complete the objective for leveling up to 3 which I have but doesn't respond. I cant fight honeybee now.
 
There updated, you'll have to restart (unfortunately) since I forgot to turn on the Player Level variable in the initialization event.

Dammit.
 
The honey bee is too hard for mage, no doubt about it.
As a level 3 mage, I get 66 stamina, and I also get 30 juice, a boot, as well as a cloth so that currently my equipments could not be better.
When the fight begins, at certain time (roughly after receiving 8 Tkl Magic), the bee will throw a hit immediately after my attack (saying "I gotta be serious", something like that), which costs me 28+ stamina.

Let's suppose my stamina is 66 (perfect) before the round mentioned above.
Before I throw my spell at her, she is going to hit me ahead of time(costing 20+ stamina), so even before my spell reaches her, my stamina will come to 46-.
And after she receives the fire, she is going to fight back according to your design, another 28+ stamina.
As a result after this round, my stamina is going to be below 18.
Next round I am supposed to have a juice or I will run out of stamina anyway, but the bee will still act before my action, which means another 20+ stamina and the mage is down.
So it seems that without some luck to evade one attack, the mage will never have the chance to beat honey bee, even hypothetically.
I hope I've explained this problem clearly enough...

(PS: another thing is, I was grinding for an hour to push my mage to level 4. However, as the honey bee will also be level 4, a tickle is going to kill 28+ stamina while a bottle of juice is only able to recover 25!)
 
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The honey bee is too hard for mage, no doubt about it.
As a level 3 mage, I get 66 stamina, and I also get 30 juice, a boot, as well as a cloth so that currently my equipments could not be better.
When the fight begins, at certain time (roughly after receiving 8 Tkl Magic), the bee will throw a hit immediately after my attack (saying "I gotta be serious", something like that), which costs me 28+ stamina.

Let's suppose my stamina is 66 (perfect) before the round mentioned above.
Before I throw my spell at her, she is going to hit me ahead of time(costing 20+ stamina), so even before my spell reaches her, my stamina will come to 46-.
And after she receives the fire, she is going to fight back according to your design, another 28+ stamina.
As a result after this round, my stamina is going to be below 18.
Next round I am supposed to have a juice or I will run out of stamina anyway, but the bee will still act before my action, which means another 20+ stamina and the mage is down.
So it seems that without some luck to evade one attack, the mage will never have the chance to beat honey bee, even hypothetically.
I hope I've explained this problem clearly enough...

(PS: another thing is, I was grinding for an hour to push my mage to level 4. However, as the honey bee will also be level 4, a tickle is going to kill 28+ stamina while a bottle of juice is only able to recover 25!)

Okay, I've gone back and done a few tests...I lowered her attack, reduced the penalty of the "Honey Venom" state, weakened the stinger attack, and lowered her agility (while giving the items a speed priority).

I'll upload a new demo, just save in front of her, copy your Save.rgss file (or something like that) install the new one, paste in that file and have at her. It's still difficult, but I got her almost beat with just the basic tickle attack with no feather.

Interestingly enough, I tested Honey Bee assuming players would power level. So she was tested at level 5 and wasn't TOO crazy strong, but I appreciate your input and I've adjusted her accordingly. Now, according to my play testing, she should be doing an average of 9 damage against a mage, doing about 11 with Tickle Feet, and after the Honey Bee Sting around 10 per regular attack and maybe 14 with Feet?

Honey Bee Sting is scripted to activate when she's at 30% health (in the patch I'm compiling now) so that will give you a hint as to what her health is like (Hint: She has 300 at level 3)
 
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I got to level 3 and it STILL doesn't reckognise it! Wtf?

Ugh... how much longer do you have on the beta?
 
I have one house left to design and Knismesis Village will be fully mapped. The Prologue is just a few cutscenes from completion and Chapter 1 should take me maybe a day or so once I really get going? I already have the monsters, two bosses, and miniboss created, hence all this testing (Honey Bee is the final boss of Chapter 1).

Then I'll have to go back and add in all the optional quests and mandatory sidequests.

Edit: Final Demo has been updated in the OP. If there are any more problems, I'll tackle them in the beta.
 
Just curious, how many monsters have you got ready yet? As in not just in the game but images and such as well?
 
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