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

(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.

Endorsed

-Groo
 
I'm a bit drunk, so I'm probably going to spew more than I wanted to. I think the classes are going to all play vastly different come next edition.

The Adventurer requires a lot of thought and planning, working around rather limited status effects and broad skill range. It'll definitely be a different ballgame then "Surrender...k, now spam Tickle Worst Spot and pray".

The Mage is a total glass cannon, with ways to stave off death. You've got a giant movepool to choose from, with some combinations here and there. You've got gobs of abilities here, but continuously sacrifice your own survivability to buff your Adrenaline and firepower.

The Soldier has Stamina by the bucketloads and primarily revolves around punishing enemies. You get 4 stances to choose from: Echo (Normal), Papa (+200% Proficiency, 50% Tech/Agi), Tango (200% Tech, 50% Prof/Agi), and Alpha (200% Agi, 50% Prof/Tech), which don't use up your turn. You can switch as many times as you want before attacking, so you need to figure out which stance is the best for the upcoming situation (switching to Tango to use your recovery move, but it leaves you slower and drops all your Endurance buffs). The real spice here is the Bide/Punish system. Using Bide, you build up damage, which you can then unleash with Punish to hit the enemy for some hefty damage.

The Slayer is a physical Mage. You get an insane amount of tickly toys to play with, but you can't take a hit at all. The real slice of win here is the ability to make yourself temporarily immune to status effects and cause a Mamono to become twice as ticklish on the body part you specify. As an added bonus, you can learn an ability that tickles the enemy's feet, and has a 1/10 chance of causing instant domination. The Slayer only has 6 defensive abilities, but they work well with his/her offensive skills. One allows you to buff your Evasion, in order to miss a big hit, another nullifies all elemental damage, while the last allows you to inflict the "Punishment" state on a Mamono (that would be the "Needs to be tickled" State that Paranoia's Green Guard loved so much).

The Ranger plays totally different from the others. Utilizing traps and poisons, you hinder your enemies with debuffs. But, with the boosted Observe, you can learn "Aspects" allowing you to take on the chosen Mamono's abilities for a few turns.

The Thief has a completely revamped Steal system, speed based damage, and several "Instant Cast" abilities that don't eat up your turn and activate instantly. This one will require the most investment to really enjoy (stealing from Mamono trying to collect rare "artifacts" which can be used to forge new weapons/talismans/accessories).

The basic "Tickle" is gone. Now your basic, cost free, attack is "Target", no more spamming a bodiless tickle, now you have to actually find the right spot. All attacks (except Punish) target a body part or element. This means, in the Paranoia fight, when she nulls her body spots, you're going to have to break the barriers to even hurt her.

Everyone can Surrender now.

If any of that sounds suck and fail...well we'll see after the Betas test them into the ground.
 
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I'm a bit drunk, so I'm probably going to spew more than I wanted to. I think the classes are going to all play vastly different come next edition.

The Adventurer requires a lot of thought and planning, working around rather limited status effects and broad skill range. It'll definitely be a different ballgame then "Surrender...k, now spam Tickle Worst Spot and pray".

The Mage is a total glass cannon, with ways to stave off death. You've got a giant movepool to choose from, with some combinations here and there. You've got gobs of abilities here, but continuously sacrifice your own survivability to buff your Adrenaline and firepower.

The Soldier has Stamina by the bucketloads and primarily revolves around punishing enemies. You get 4 stances to choose from: Echo (Normal), Papa (+200% Proficiency, 50% Tech/Agi), Tango (200% Tech, 50% Prof/Agi), and Alpha (200% Agi, 50% Prof/Tech), which don't use up your turn. You can switch as many times as you want before attacking, so you need to figure out which stance is the best for the upcoming situation (switching to Tango to use your recovery move, but it leaves you slower and drops all your Endurance buffs). The real spice here is the Bide/Punish system. Using Bide, you build up damage, which you can then unleash with Punish to hit the enemy for some hefty damage.

The Slayer is a physical Mage. You get an insane amount of tickly toys to play with, but you can't take a hit at all. The real slice of win here is the ability to make yourself temporarily immune to status effects and cause a Mamono to become twice as ticklish on the body part you specify. As an added bonus, you can learn an ability that tickles the enemy's feet, and has a 1/10 chance of causing instant domination.

The Ranger plays totally different from the others. Utilizing traps and poisons, you hinder your enemies with debuffs. But, with the boosted Observe, you can learn "Aspects" allowing you to take on the chosen Mamono's abilities for a few turns.

The Thief has a completely revamped Steal system, speed based damage, and several "Instant Cast" abilities that don't eat up your turn and activate instantly. This one will require the most investment to really enjoy (stealing from Mamono trying to collect rare "artifacts" which can be used to forge new weapons/talismans/accessories).

The basic "Tickle" is gone. Now your basic, cost free, attack is "Target", no more spamming a bodiless tickle, now you have to actually find the right spot. All attacks (except Punish) target a body part or element. This means, in the Paranoia fight, when she nulls her body spots, you're going to have to break the barriers to even hurt her.

Everyone can Surrender now.

If any of that sounds suck and fail...well we'll see after the Betas test them into the ground.

Well, i'll be starting from scratch, but I don't care. This sounds like it's going to be EPIC!
 
The next version is going to be pure epic win ^^

Note to self: *must beat Paranoia*...
 
Really like the sound of this new version, and i really can't wait to get playing it! XD how many chapters will this revamp include deus?
 
The version coming soon will only go up to Paranoia, but will include new content up to that point including new boss fights, quests, and hidden/not so hidden cutscenes.
 
I almost agree, it's only going to get more confusing when you spend half of Chapter 4 playing as someone else.
 
Okay I realized my stupid mistake.
I couldn't get to the newer parts cause I didn't have the newest version.

How do you know you if pulled the right switch?
 
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Okay I can't do it. How do you solve the puzzle. The one in the house for "A Sticky Situtation" Does the clues actually work?
 
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Starcraft: Read Deus's profile very, very carefully. Look for a not so subtle hint that appears on each of his posts. There you will find your answer.
 
...Opps 😛 lol
Wow and I move on just as my "bed time" get there. If I don't I'll be a lazy mess at work... *Sigh.
 
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Oh and a little bug. You should know that when an older version goes into the current one. All the chests in the forest resets to not have opened. And you need to give the fairy another fruit because for some reason she was still laughing from the spores.

Awesome. But still... the barrier on floor three is still there. Did you actually not make it yet or do I need to get something else other than the RED FEATHER?
So where is this grudge I've heard so little about?
 
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Get the Red Feather, go to the Fairy Forest, talk to Fairy, start Grudge.

Third Floor isn't open, you can't break the barrier yet.

The forest glitch was mentioned about twenty pages back, it had to do with there accidentally being 2 Tickle Woods, and when I deleted the copy, it reset the forest because the player had never been to the real Tickle Woods.
 
Oh another tiny useless bug. You have a tree and a grass in the same place on the Tower side of the forest. You can walk over the tree now.
 
Just keep going...you'll meet them if you just keep going forward. And lol will you love them.

Hint: The Pixie summons them during the fight, making it 4 vs 1.
 
Oh so it isn't anyone icon inparticular. It's just in the fight. K
lol Our profile pics make this an interesting conversation.

Oh right how do you breaK A part of the spectum?
 
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