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

so... is there a debug mode? 😀

searched thread but couldn't find

i don't like to grind D:
 
So now that I beat her what do I do now?
Is there anything to do while I wait for floor 3?
 
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Use that charity crystal you got. It works.

Not complaning, but sometimes it's a bit hard to know if you should tickle torture an enemy or not. I'm assuming I should torture the bosses, what do you guys think?
 
Okay how do I start the "Lover of the Snow Maiden"?
Seriously I can't find out. Can someone help?
I think it's because I have a whole bunch of quests I haven't done yet... like "A sticky Situtation" But there's no more stars in the village.
 
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Okay how do I start the "Lover of the Snow Maiden"?
Seriously I can't find out. Can someone help?
I think it's because I have a whole bunch of quests I haven't done yet... like "A sticky Situtation" But there's no more stars in the village.

hmm...if you tried going to the 3rd floor of the tower, you should've been repelled by a barrier which would have caused you to go talk to honey bee and then from there you go to the snowy mountains, then the village...i believe that's how it goes
 
Also, finishing some quests will open up others, though I don't believe the slime quest can be finished as of the most recent edition.

And it has been mentioned before, but the new update will render most standing advice obsolete, so it may be worthwhile to wait if you're truly stuck.
 
hmm...if you tried going to the 3rd floor of the tower, you should've been repelled by a barrier which would have caused you to go talk to honey bee and then from there you go to the snowy mountains, then the village...i believe that's how it goes

I actually just randomly went into the snowy mountains...
 
No acutally. But wait did you guys finish the "Strange Chest" Quest?
Mabye you need to finish that before you do others?
 
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Unassuming Post:

If you could add something to improve your favorite class (skill wise), what would you add?
 
(Note: I only played ranger and didn't hit the upper levels, so this is speculative. Take it with a grain of salt.)

The mage and slayer seem like glass cannons. The mage should presumably outshine the slayer when the mage can make full use of the elemental weakness system. Elemental vs non-elemental is enough of a distinguishing point that I can understand both being present.

I'm okay with those two.

Soldiers soak. The player can't tank for others in this game, so the defense only matters if it translates into a significant amount of extra turns (less turns spent healing). I didn't play a Soldier, but if the defense isn't significant enough to PALPABLY translate into "extra rounds," I would dump my soldier for something else. One option to make soldier work as described: give them about twice as much HP as anyone else and correspondingly increased benefit from potion items.

The adventurer is kind of a middle-ground utility character. You have plans for it; I'll reserve my opinion for after I see those plans.

The thief and ranger are utility characters too. I would have consolidated them with the adventurer if not for their unique spots/scripts.

"Steal" isn't compelling enough to be a differentiating ability unless you tuck away equipment/riches that's well beyond reach of other characters that's only available to the thief. ("Sure, my character sheet stats suck, but can YOU afford a gun this big?") Otherwise, it'll just be, "being a thief means you grind slightly less, but the grind is more painful," which isn't fun.

One way to balance "fast" characters is translating their speed into spiky mitigation (dodge/evasion/parry/whatever). Spiky damage actually sucks to balance around; evasion tends to either be worthless or overpowered. I seldom see a middle ground. With boss fights as long ("hard") as you want them to be, I think spiky mitigation would represent too large of a gamble and end terribly. I'm mainly bringing it up as way of saying, "Hey, please don't do this."

I tried the ranger. I didn't find Snare worth using. I liked being able to see weak spots, but I'm not sure it makes a good class-defining feature. (On that note, it would be nice if there were some indication of when a player targets a weak spot, other than having to hit several places and attempt to compare damage while also accounting for the RNG. Maybe monsters emote in response?)

My apologies if my understanding of the classes and their intent is misguided.
 
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Some stuff to make the one with the Surrender Skill a bit easier to play with, since they get killed fairly easy
 
Unassuming Post:

If you could add something to improve your favorite class (skill wise), what would you add?

maybe give the thief something to capitalize on its archetypical quickness (i think thats a word lol) or maybe have using the soldiers grin and bear remove a debuff cus honestly i couldnt figure out an effective use for it, maybe its just me tho.
 
hmmm, my favourite class is mage. I think it would be cool to have spot specific spells, e.g. "feather foot" a spell that specifically tickles the opponents feet. Just an idea 🙂 also, any idea of a release date deus?
 
I can't think of anything that i'd want to add, skill wise, to any one class. Thief is my favorite class, but only because of her weakness and the weakness specific scenes that come with it.

Well, there are a couple of things I have in mind that would pretty much include all classes, but they're just personal fetish fantasies. They include tickling too, but I don't think they'd fit in well with the flow of ToG.

BTW people, please stop asking Deus when he'll be finished. He's said that he has a lot of important things he has to take care of, the least of which is this game. So please just be satisfied knowing that he's working on it and will release it as soon as he's done and feels that it's ready. Just leave him to it.
 
I use a Witch, and I'm more than happy with her performance, skill-wise. Both the Gentle Wisp and the Feather Fire attacks are extremely effective, even more if you use them in the right moment.
The only thing I'd change is her resistance to attacks, mostly in the early stages of the game. I remember starting the game with other classes after a while, and most of them were stronger than the mage in that aspect.
 
Unassuming Post:

If you could add something to improve your favorite class (skill wise), what would you add?

If I could add a skill for mage, it would be a summoning spell. Like for example summoning the Fairy Princess Chase, Aeon, Hathor, Honey Bee, etc. And obviously you wouldn't be able to summon defeated/any bosses (idk if you want to add being able to summon boses, its up to you).
 
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I'm loving my Ranger. SHe's just better than the Soldier I played first time around. Granted, it was first time but that fact of the matter was even with her higher defense, it just not high enough to warrant the amounts of damage they take due to a lack of any kind of speed.

As for skills (for the Ranger) I'd likely add a Focus type ability that say, 8.5 times out of 10 will force a Merciless Tickle. Archery training and all that...
High cost ability for balance.

Soldiers need something to make them stand out aside from the ability to turtle. All I can think of is a Wall type ability that severely cuts damage taken for maybe 3 turns. The upshot would be damage drops to 1/3 and the downside is it's on a timer of 2 rounds AFTER it wears off and the high cost.

I don't really understand the Thief too well. Supposedly speedy, yet can't outspeed anything aside from the slugs. Maybe it would elicit me trying it out further if it had a chance for first strike whenever a battle starts or if it had some kind of uber evade. As I said, I haven't played it much.

I love the Slayer. Well crafted but maybe a bit too epic. Proficiency is through the roof and it needs to be. Can't wait to see dual wield on this one, but I guess the fact that you can't use talismans (I haven't seen any yet) is a balance? I don't know.

Mage, Witch & Warrior: Haven't played yet.

The giggle goblin pet is just too cute (not the graphic, but personality-wise). I STILL chuckle when I see "This is a placeholder and will be unavailable etc etc". "Who TG'd my goblin?" is what I was thinking until I read the text 😛

Still though, even getting this for is a testament to you, Deus. One programmer to another, don't rush it. And don't push away anything more important.
 
Attention: Beta Testers ( you know who you are ) who are available and/or still give a damn:

PM me please <3
 
Hmm... late to this party. If I could improve anything in my fav class, what would it be? Hmm... may I be so bold as to look at all of them? In fav to not fav order? Maybe?

1. Thief: As alluded to, the thief is supposedly stealthy and speedy. It would make sense to see a lot of first strikes and dodging, but that hasn't really worked out in the mechanics. Also, being able to steal and still do comparable damage to a normal attack. Otherwise stealing ends up being extra grinding.

2. Ranger: This'd work for the thief, too (stealth and all that), but a "hiding" option. You won't be able to attack for 3 turns, but the mamono can't either. Would be nice when they're powered up and you're all status-y. In general, I picture the Ranger as an herbal expert, skilled in medicines and poisons. Status effects galore.

3. Slayer: PHENOMENAL COSMIC POWER! itty bitty living space... Well, I think the Slayer's build is good as is, just keeping in that spirit going forward. 100% offense, no defense. Supremely confident until tickled themselves. Slayers have attitude. Maybe their moves a little more torturous compared to the others' descriptions.

4. Adventurer: Stumping me here... I kind of liked to lee-ish aspect of the adventurer in "surrender" and the concept of a "give up" ending a la Cackling Cave, when appropriate. I wouldn't mind seeing that as a general option, going forward with all the classes. Maybe a "determination" type resistance to status effects "she grits her teeth, fighting against the quivering laughter"? dunno...

5. Soldier: Yea, the soldier and mage seem more suited to multi-player settings. The soldier is best suited to having tons of HP, to deal with hard hitting enemies. Maybe a first aid she can use after every so many battles to heal HP? Further accentuate the fact that soldiers don't need items/magic to stay on their feet.

6. Mage: Sorry, not a feet guy. Haven't played the mage much, my one feeling is that "elements" don't equate well to tickling. Fire isn't generally tickly. Problem is, I can't for the life of me come up with 4-6 "tickle elements." Feathers, and...?

That probably wasn't helpful, but that's how I feel about each class to date. They're all fun, in their own way. Plenty of room for each to get into their own predicaments (Soldier helpless to bat away featherlight strokes over her smooth thighs, or furious wiggling between her legs, etc). Woah, a trap where each class faces a different mamono? OK, now I know I'm babbling, I'll shut up.
 
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