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[VX Ace] The Laughing Isles

Hmmm... After tickling the zombie thief and then walking in and out, Nadya says that she must have been faking it and escaped.. But she is still lying on the floor.
Also.. IF you spare her and walk back inside the room, Nadya will talk about her escaping as well. Did she forget that she spared her on that save, hmmm? ^^
 
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I was expecting this, but okay, I'll restart the game when the next chapter is out anyways, this time for real.

And yeah, I see, but it IS possible to visit her in the demo, then? Where? I found a (SPOILERS?) maybe secret path on the mountains west of Sandy Smiles (OR maybe it's a bug. I can walk in three or four Mountain titles). However it leads nowhere.

It IS possible to see the Harpy in the demo again, or just on the Live version? If it is, how, could you give me a hint?

Well yes, once Live hits, everyone is going to be going through the game again. I've been keeping some things disabled so Live will still offer new things, but the difference is you will be able to actually continue the game from your saves.

You shouldn't be able to go over any mountains Sandy Smiles, but it shouldn't give you access to anything anyways. The Harpy can be found in Sandy Smiles once you're told there's more quests. You should be able to notice the quest giver immediately.
 
Hmmm... After tickling the zombie thief and then walking in and out, Nadya says that she must have been faking it and escaped.. But she is still lying on the floor.
Also.. IF you spare her and walk back inside the room, Nadya will talk about her escaping as well. Did she forget that she spared her on that save, hmmm? ^^

Ooooo that shouldn't be. Gonna have to fix that 😱
 
Well, since I've finally done pretty much everything on the demo (Or at least good part of it), I'll give my veredict:

Pros
- Excellent writing, probabbly Deus-Level, or almost there. This is one thing I don't like on Screamer games - he excels at Game Design, and have tons of creativity with tickling scenarios, but his writing isn't that good (sometimes downright non-existant), and writing is, for me, the most important part of a ticklin game. For this alone, TLI is one of the best titles to ever appear here on Tickle Teather

- The game doesn't feel "unfair". I was honestly able to play easily trough the demo as a Warrior (Pre-balance, don't know now), but not in a way that it didn't had any challenge. Rogue was broken and I knew it, that's why I chose it for my new playtrough. I honestly like godmodding trough tickling games because I'm there for the tickling, not for the game. I like challenge but I get frustrated pretty easily, and TLI didn't gave me frustration (Well, maybe Vi, but she's endboss and I didn't grind at ANY point of the game - wich I consider a pro to be able to play without grinding)

- I'll go all Froid on your ass and call it: Your favourite spots are Ribs and Feet, in that order. Almost all the scenes go to one or the other of those. I, particularly, don't like feet (Lower the stones, LOWER THE STONES D🙂, while ribs is a "meh" for me. However, I didn't really felt EMPTY of the other spots, even if the mentioned too are more common. My favourite are armpits (they really don't get enough love here), and there were quite a few armpit-scenes that made me smile (Harpy being the best - you should have kept that before moving to the other spot). What I'm trying to say: There IS a good balance of spots. Not PERFECT, but good wenough so fans of all spots won't feel rejected.

Cons

- The scenes, while well written, tend to turn a bit repetitive over time. Maybe I'm nitpicking (probabbly am), but I don't know, all the scenes were pretty "predictable" in some ways - lock the legs, tickle the feet. Tickle the ribs/belly, victim falls, keep tickling. Pin to the ground, tickle midsection. Etc. Pretty well written, but it's time to get creative! Try to make some more scenarios and different scenes, not only you standard "Tickle fight" scene. Get people restrained in creative ways. Try some different scenarios - the harpy bringing you to her nest and the ticlish auction were two good examples. Try some alternative spots - necks, tights. I had an ex that was ticklish on her goddam ELBOW. There's ton to be explored. There is a reason the Zombie Loss was the unanimous favourite: It's the most creative one.

- As I said, spot distribuition is pretty balanced, but not perfect. There is room for improvement. As a selfish person, my first shout is MOAR armpits 😛 . And, as I said above, you might want to try some different spots, not that common but possible to be tickled and fun to watch.

Suggestions
- I think this will be an unpopular decision, but I think a "godmode" option would be a good idea, for those who want it. As I said above, I'm more for the tickling than for the game in tickling games, so I really enjoy being able to grab a Black/White Feather like in TTOG and just one-shotting everything. I know this might sound like a kick in the balls for all the time you spent balancing the game, but I think this is a suggestion you should think about. Different people have different concepts of fun. Godmodding also greatly expands the Replay Value of the game, and prevents it from getting frustant (One could play normally and, if faced with a TOO powerful enemy, equip the God Feather and insta-win, then go back to normal playing).

- I think you'll end up doing it, but a Boss Torture Room, with well written scenes, maybe even with the Loss Scenes too, like Cackling Cave.

Looking Foward to:

- Tickling Interrogation. God, this is the sexiest scenario for me. But a TRUE interrogation. and not as a loss scene - Nadya gets captured by the enemies and they want an information she indeed knows. They proceed to tickle the info out of her. This could even be a interactive scene, with the player having to press buttons or choosing right answers to prevent Nadya from spilling the beans.

- "Ticklish Predictments" ou Ticklish Damsel in Distress. Nadya gets caught in a situation where she is vulnerable, but, if she succumbs, the alternative is worse. Like that suggestion at page 11 or 12, don't remember, about Nadya hanging in a pit, having her armpits tickled. If she falls, dunno, big tickle monster will tickle her way worse. Of course, she'll need to be saved by external interferance.

- I'm looking foward to new allies and party members, and the relations between Nadya and her, as well as their own ticklish misadventures and particuliarities.

- MOAR armpits :3


Final Veredict: 9/10. Excellent Game!

PS: If you add an interrogation scene and DON'T put a good armpit segment on it, I swear to god I'll find your house and send thousands of dollards worth of pizza to you!
 
You shouldn't be able to go over any mountains Sandy Smiles, but it shouldn't give you access to anything anyways. The Harpy can be found in Sandy Smiles once you're told there's more quests. You should be able to notice the quest giver immediately.

Quest Giver? I think I'm not being clear:

I already defeated the Harpy. I saved the "babies" and etc. Then I tickled her and she said "Come visit on my mountains west from here", etc. This was obviously a nod to Deus' TTOG's Aelo. In TTOG, it was pretty obvious that you would be able to visit her later in the game, but Deus' stopped before that happened. What I'm asking is this, the Harpie's "invitation" can be followed in the demo? I can visit her in the demo? Or that is just later in the game? Or neither, that's just a nod to TTOG and you'll break my heart again by putting a second armpit-ticklish harpy I won't be able to visit? 🙁
 
AW! You missed a spot! 😛
The zombie is still lying there "unconsious" when Nadya says she is gone. *note* only when you decide not to spare her.
Also.. If you spare her and walk to the tile where she is suppose to be and click, You get the "unconcious from the onslaught" thingy.
ho ho ho ^^
 
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Quick few things. First of all, after finding out (on accident) I could encounter the frog girl at the very start of the game, I fought with her on my new run. I did this on purpose to get the lose scene, though there wasn't one... wasn't sure if this was a glitch or not (since it seems all unique monsters grant them).

Also I cannot beat the slime girl at the start with a mage, 2 hits and I'm out even when i guard.

And lastly, randomly I can get in the mountains! (as shown in the image below) I've also marked out the paths I could get onto in red in the 2nd image.
 
Well, since I've finally done pretty much everything on the demo (Or at least good part of it), I'll give my veredict:

Pros
- Excellent writing, probabbly Deus-Level, or almost there. This is one thing I don't like on Screamer games - he excels at Game Design, and have tons of creativity with tickling scenarios, but his writing isn't that good (sometimes downright non-existant), and writing is, for me, the most important part of a ticklin game. For this alone, TLI is one of the best titles to ever appear here on Tickle Teather

- The game doesn't feel "unfair". I was honestly able to play easily trough the demo as a Warrior (Pre-balance, don't know now), but not in a way that it didn't had any challenge. Rogue was broken and I knew it, that's why I chose it for my new playtrough. I honestly like godmodding trough tickling games because I'm there for the tickling, not for the game. I like challenge but I get frustrated pretty easily, and TLI didn't gave me frustration (Well, maybe Vi, but she's endboss and I didn't grind at ANY point of the game - wich I consider a pro to be able to play without grinding)

- I'll go all Froid on your ass and call it: Your favourite spots are Ribs and Feet, in that order. Almost all the scenes go to one or the other of those. I, particularly, don't like feet (Lower the stones, LOWER THE STONES D🙂, while ribs is a "meh" for me. However, I didn't really felt EMPTY of the other spots, even if the mentioned too are more common. My favourite are armpits (they really don't get enough love here), and there were quite a few armpit-scenes that made me smile (Harpy being the best - you should have kept that before moving to the other spot). What I'm trying to say: There IS a good balance of spots. Not PERFECT, but good wenough so fans of all spots won't feel rejected.

Cons

- The scenes, while well written, tend to turn a bit repetitive over time. Maybe I'm nitpicking (probabbly am), but I don't know, all the scenes were pretty "predictable" in some ways - lock the legs, tickle the feet. Tickle the ribs/belly, victim falls, keep tickling. Pin to the ground, tickle midsection. Etc. Pretty well written, but it's time to get creative! Try to make some more scenarios and different scenes, not only you standard "Tickle fight" scene. Get people restrained in creative ways. Try some different scenarios - the harpy bringing you to her nest and the ticlish auction were two good examples. Try some alternative spots - necks, tights. I had an ex that was ticklish on her goddam ELBOW. There's ton to be explored. There is a reason the Zombie Loss was the unanimous favourite: It's the most creative one.

- As I said, spot distribuition is pretty balanced, but not perfect. There is room for improvement. As a selfish person, my first shout is MOAR armpits 😛 . And, as I said above, you might want to try some different spots, not that common but possible to be tickled and fun to watch.

Suggestions
- I think this will be an unpopular decision, but I think a "godmode" option would be a good idea, for those who want it. As I said above, I'm more for the tickling than for the game in tickling games, so I really enjoy being able to grab a Black/White Feather like in TTOG and just one-shotting everything. I know this might sound like a kick in the balls for all the time you spent balancing the game, but I think this is a suggestion you should think about. Different people have different concepts of fun. Godmodding also greatly expands the Replay Value of the game, and prevents it from getting frustant (One could play normally and, if faced with a TOO powerful enemy, equip the God Feather and insta-win, then go back to normal playing).

- I think you'll end up doing it, but a Boss Torture Room, with well written scenes, maybe even with the Loss Scenes too, like Cackling Cave.

Looking Foward to:

- Tickling Interrogation. God, this is the sexiest scenario for me. But a TRUE interrogation. and not as a loss scene - Nadya gets captured by the enemies and they want an information she indeed knows. They proceed to tickle the info out of her. This could even be a interactive scene, with the player having to press buttons or choosing right answers to prevent Nadya from spilling the beans.

- "Ticklish Predictments" ou Ticklish Damsel in Distress. Nadya gets caught in a situation where she is vulnerable, but, if she succumbs, the alternative is worse. Like that suggestion at page 11 or 12, don't remember, about Nadya hanging in a pit, having her armpits tickled. If she falls, dunno, big tickle monster will tickle her way worse. Of course, she'll need to be saved by external interferance.

- I'm looking foward to new allies and party members, and the relations between Nadya and her, as well as their own ticklish misadventures and particuliarities.

- MOAR armpits :3


Final Veredict: 9/10. Excellent Game!

PS: If you add an interrogation scene and DON'T put a good armpit segment on it, I swear to god I'll find your house and send thousands of dollards worth of pizza to you!

I'll address things in the proper order.

First of all, the Pros. Yes, yes, I know, I'm so totally awesome :stickout Naw, but I'm REALLY glad you liked the writing. To be honest, this is actually the first time I've ever written tickle material. I've DRAWN it before, but not written (or typed, whatevs). Expect things to get better as they go along.

Please do check other classes, since I've been balancing, as you say. I'm trying to get good balance going and want to make sure everyone is filling in their roles. The hero is not some walking god, no matter the class. Otherwise...well...why would you want a party?

You are only half right, Mr. Froid. My favorite spot is feet. Always has been, always will. However, as I've dated and as I've met people who are not as into feet as I am (but still love tickling just as much, if not more so, than I), I've been branching out and have enjoyed other ticklish spots a little more. Ribs tend to be among the easiest things to target, no matter what. Even when you try to protect them, you never actually can.
The Demo really made me try and incorporate the "team player" aspect, in which I wanted everyone to have a little something. Be forwarned, I WILL be having more foot scenes than I will other parts, due to my own taste, but expect more lovely pit tickles in the future.

Now for the Cons. Yes, I must admit there weren't a lot of good scenarios I stuck in here. But let me say I've got some good ideas for later parts in the game that should fix all that. As you saw, I tried to grab a little bit of everyone's part and sometimes that can just be a mess. But if I concentrate on one, maybe two, I can do some good writing. The Demo is more of a proving ground, a tutorial that gives you a grasp on some things. Now that you're out, the environments are going to get more complicated, which will help me out in making tickle scenes more unique. At least, I hope so.

I have made a note of MOAR ARMPITS! I shall include MOAR ARMPITS in the future. The biggest thing is the hero doesn't have a particular weak spot I can take advantage of, so expect more scenes when you start getting monster girls in your party. Particularly ones that have armpits as their weak spots.

Your Suggestions now. I will think about putting in a Godmode item. I pretty much decided that the Pheremone Vial was my game's White Feather, but it is balanced and gains more power the more you progress. What's more, even if for some reason you feel it isn't that powerful on the hero doesn't mean you can't stick it on one of your other party members and really start seeing it. I just don't want you one-shotting bosses. Sorry 😛 Leave stuff like that for the random mobs.

I did say I'd make a Boss Torture Zone, and I'm sticking to that. That'll be something for end-game though.

And let's finish off with your Looking Forward To part, shall we?

Tickling Interrogation. Maybe. We'll see.
Both of v these ^ amuse me because it sounds like you're assuming they'll be in the game, just like that. :lol
Ticklish Predicaments. We'll see. Maybe.

I HOPE you are looking forward to them, because I'm wanting your allies and interactions to be a good sized part of the game. I am making Private Actions ala Star Ocean after all.

We'll s-noted and I shall do it. Moar pits for you pit lovers. ...yes... more... "pits"... heh heh heh.

I bow humbly in thanks for your final verdict 🙂 I hope the score stays that positive as things progress.

And the threat has been noted lol.

Quest Giver? I think I'm not being clear:

I already defeated the Harpy. I saved the "babies" and etc. Then I tickled her and she said "Come visit on my mountains west from here", etc. This was obviously a nod to Deus' TTOG's Aelo. In TTOG, it was pretty obvious that you would be able to visit her later in the game, but Deus' stopped before that happened. What I'm asking is this, the Harpie's "invitation" can be followed in the demo? I can visit her in the demo? Or that is just later in the game? Or neither, that's just a nod to TTOG and you'll break my heart again by putting a second armpit-ticklish harpy I won't be able to visit? 🙁

WAq6lnx.jpg


OHHHHHhh NOW it makes sense. First of all, yes, the harpy is a little nod to Aello. You'll find several nods and maybe even a cameo or two as you progress through the game.
As for the invitation, no you will not see the Harpy's invite in the Demo.

Will you be able to visit her in the Live version?...

:whistling:

Why yes you will. Several things will be viewable once you head West. Did you do the Lost Paper quest? Remember what the Angel said to you? I'm not just putting these things in for shiggles.

So rest your heart and mend any pieces that fell off in fright. You will see your beloved Harpy woman once more and you can tease her underarms to your heart's content.
 
AW! You missed a spot! 😛
The zombie is still lying there "unconsious" when Nadya says she is gone. *note* only when you decide not to spare her.
Also.. If you spare her and walk to the tile where she is suppose to be and click, You get the "unconcious from the onslaught" thingy.
ho ho ho ^^

Well RAT FARTS! Thought I had fixed it, but looks like I didn't I do believe I've fixed it now though in the latest update. Excellent catch there, good sir! You little bug finder, you. 😀

Quick few things. First of all, after finding out (on accident) I could encounter the frog girl at the very start of the game, I fought with her on my new run. I did this on purpose to get the lose scene, though there wasn't one... wasn't sure if this was a glitch or not (since it seems all unique monsters grant them).

Also I cannot beat the slime girl at the start with a mage, 2 hits and I'm out even when i guard.

And lastly, randomly I can get in the mountains! (as shown in the image below) I've also marked out the paths I could get onto in red in the 2nd image.

Sometimes the best things are accidents.

HARK! What's this? The first true enemy you face is making you her toy? This shall not do!
I did a few tests and I see what you mean. Sorry about that, I've fixed her up to where you should be able to beat her (unless you decide you don't wanna).

As for your mountains...

TiDJtW3.jpg


Seriously, just tested, you shouldn't be able to do that. So here's my next question, what did you do PRIOR to your little mountain voyage? And by that, I mean...what quests did you do?

Meh, in a way it matters not. What does matter is that you should probably walk into one of the other places right now, and then walk back out...and then test and see if you can walk along those mountains again. Do let me know the outcome. If it's "I'm still mountain walking", THEN that matters.
 
Cheers, means i can explore the mage class in this now!

Well Wizard is in my name~ I have been able to mountain walk since I first walked down that way. I remembered the beach and wondered if there was some kinda ultra secret tickle forest or something at that little corner spot. I've been walking back over the the mountains everytime i passed them wondering if there WAS meant to be a secret spot in those mountains.... So yeah, still stomping on them mountains! Though I haven't tried it on the new version yet.... Not really got a chance to download it and go on it since I've got a bus to catch in the next 10 mins. I'll test it out when I get home and let you know!
 
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I'll address things in the proper order.


The Demo really made me try and incorporate the "team player" aspect, in which I wanted everyone to have a little something. Be forwarned, I WILL be having more foot scenes than I will other parts, due to my own taste, but expect more lovely pit tickles in the future.
[...]

I have made a note of MOAR ARMPITS! I shall include MOAR ARMPITS in the future. The biggest thing is the hero doesn't have a particular weak spot I can take advantage of, so expect more scenes when you start getting monster girls in your party. Particularly ones that have armpits as their weak spots.

Truly, tastes influence the perception of people. I, for example, perceived the feet as a bit underrated in this demo (though deeply cared for by the author in their scenes), and a slight excess of belly tickling in the overall count of tickling scenes. I share the view that ribs too were predominant; so if I were to make any suggestions in terms of, uh, "balance", I would recommend to increase attention toward feet, armpits and breasts.
Then of course, in the later stages of the game, I'd love to see more sexual interactions in some tickling scenes ("naughty spots", etc.) and things like gang tickling and full-body tickling. But I suppose this is a matter of tastes too.


-------------------------------------------

Now. This was supposed to be a small review on the writing, but I guess it went, uh, a bit off-hand. I ended up making lots of comparisons with a... well-known game. I'm still posting it, hoping the author might find something interesting in it.

I loved the writing of the tickling scenes. I said it in my first post in this thread: I fell in love with it ever since the slime girl torture scene and I agree with the people who said that a comparison with Deus' writing is doable. AW put the same effort in his attempt to make you see what's happening, to make you feel it. The main difference, in my opinion, is that he is somewhat less extreme in the sensations depicted (at least for now); in ToG you felt a deep sense of impending doom, partly due to the difficulty of the game of course, but also due to the way every small stimulus on the character skin was depicted like... well, like a shred of his/her sanity peeled away. When you lost/submitted/failed there was great care into letting the player feel the mad, frenzied desperation felt by the protagonist. Even when you had an admittedly bland, non-lethal torture scene, and you knew it wasn't a game over, you felt as if the character was not going to retain his/her sanity at the end of it. It was somewhat... "grimdark". AW is more light-hearted; and I'm not just talking about the fourth-wall breaking puns or the funny interactions among characters. Rather I think that, at least for now, he is depicting characters that do indeed "suffer" the torture, but do not really "fear" it, at least not that much. They go for their everyday life despite the monsters, sunbathe on the beach, spend their vacation near the lake... Also, in TLI the main character is definitely more braggy about her capabilites, and a little less... shocked by the nature of the world she found herself throwed in. This is rooted in several key differences - Nadya was not abducted from home, nor heavily tortured in the first minutes since her arrival, not to mention that she wasn't imprisoned and sentenced to death by her own fellow humans upon first contact, or sent to a mad quest to submit a goddess. Oh, and she usually does not have to fear every encounter with even the tiniest little fairy as potentially the last one of her life. Yes, ToG was definitely grimdark. It is up to AnimeWatcher to decide what style TLI should have, and I think his blend of comedy and drama is quite well done; the only risk I feel compelled to point out is the one of exceding with puns and jokes - a thing that has NOT yet happened, but should be kept in mind, especially as the plot progresses and things are supposed to build up toward a climax (the Figment is meant to be a shaper of worlds, after all). For those reasons I would expect the post-demo game to become somewhat more serious, in scope and plot; and the main character to mature, evolve a bit, since now is still kind of a blank sheet, whose only defining traits are a generic aim toward good, a bit of impulsivness, and an almost unsettling readiness to accept her current predicament and become part of its plot.

---------------------

Finally, I also wanted to ask a question to AW. Mind you, I'm not asking for spoilers or anything (I'd hate them actually), but... what have you planned for romantic interactions in the game? I remember I've read something about this before (months ago), but I feel I should ask now, in the post-demo phase: will there be one (or more) romantic partners? And if so, are we talking about a path for the development of monogamic feelings that will impact gameplay? Or "just" friends with ticklish benefits? Or something else entirely?
 
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Hey AW, just downloaded the game yesterday and I love it so far. One thing that may be a bug (or a misread by me) was that I thought it said I learned the ability "Quick Move" when my ranger hit level six. When I went to my specials, it was still just weakening arrow and the different tickle spots. Did the ability get pushed to a different level but the game still notifies the player at level 6?
 
Great game. :] I did notice one little thing though, if you leave the training forest portion after he hits you with the dust BEFORE you speak to him, which you can, it will glitch and you'll either have to reset or go to a previous save because he'll no longer be there to talk to and you can't redo the quest. Just a heads up.
 
Cheers, means i can explore the mage class in this now!

Well Wizard is in my name~ I have been able to mountain walk since I first walked down that way. I remembered the beach and wondered if there was some kinda ultra secret tickle forest or something at that little corner spot. I've been walking back over the the mountains everytime i passed them wondering if there WAS meant to be a secret spot in those mountains.... So yeah, still stomping on them mountains! Though I haven't tried it on the new version yet.... Not really got a chance to download it and go on it since I've got a bus to catch in the next 10 mins. I'll test it out when I get home and let you know!

I take it everything went smoothly, since I haven't heard anything? Either that, or the sheer awesomeness of my game melted your computer (in which case, don't respond to this, as I don't wanna know I owe you a new pc lol). But no, nothing special about that little corner spot. Just a glitch, is all.

Hey AW, just downloaded the game yesterday and I love it so far. One thing that may be a bug (or a misread by me) was that I thought it said I learned the ability "Quick Move" when my ranger hit level six. When I went to my specials, it was still just weakening arrow and the different tickle spots. Did the ability get pushed to a different level but the game still notifies the player at level 6?

Well hum diddly dum, here I was working on getting things up for Live and you go and find a bug. Fixing this as we speak, and it should be working in the next version. Quick Move was being thought of as a Magic ability when Rangers only get Special abilities. Hopefully it gets auto-added to your list with the correction.

Great game. :] I did notice one little thing though, if you leave the training forest portion after he hits you with the dust BEFORE you speak to him, which you can, it will glitch and you'll either have to reset or go to a previous save because he'll no longer be there to talk to and you can't redo the quest. Just a heads up.

Well MAYBE you shouldn't be leaving the training area when your life is at stake? 😉 Haha, no just kidding, but wow, should've taken that into consideration that someone would be crazy enough try. The next version won't have this issue.
 
Truly, tastes influence the perception of people. I, for example, perceived the feet as a bit underrated in this demo (though deeply cared for by the author in their scenes), and a slight excess of belly tickling in the overall count of tickling scenes. I share the view that ribs too were predominant; so if I were to make any suggestions in terms of, uh, "balance", I would recommend to increase attention toward feet, armpits and breasts.
Then of course, in the later stages of the game, I'd love to see more sexual interactions in some tickling scenes ("naughty spots", etc.) and things like gang tickling and full-body tickling. But I suppose this is a matter of tastes too.


-------------------------------------------

Now. This was supposed to be a small review on the writing, but I guess it went, uh, a bit off-hand. I ended up making lots of comparisons with a... well-known game. I'm still posting it, hoping the author might find something interesting in it.

I loved the writing of the tickling scenes. I said it in my first post in this thread: I fell in love with it ever since the slime girl torture scene and I agree with the people who said that a comparison with Deus' writing is doable. AW put the same effort in his attempt to make you see what's happening, to make you feel it. The main difference, in my opinion, is that he is somewhat less extreme in the sensations depicted (at least for now); in ToG you felt a deep sense of impending doom, partly due to the difficulty of the game of course, but also due to the way every small stimulus on the character skin was depicted like... well, like a shred of his/her sanity peeled away. When you lost/submitted/failed there was great care into letting the player feel the mad, frenzied desperation felt by the protagonist. Even when you had an admittedly bland, non-lethal torture scene, and you knew it wasn't a game over, you felt as if the character was not going to retain his/her sanity at the end of it. It was somewhat... "grimdark". AW is more light-hearted; and I'm not just talking about the fourth-wall breaking puns or the funny interactions among characters. Rather I think that, at least for now, he is depicting characters that do indeed "suffer" the torture, but do not really "fear" it, at least not that much. They go for their everyday life despite the monsters, sunbathe on the beach, spend their vacation near the lake... Also, in TLI the main character is definitely more braggy about her capabilites, and a little less... shocked by the nature of the world she found herself throwed in. This is rooted in several key differences - Nadya was not abducted from home, nor heavily tortured in the first minutes since her arrival, not to mention that she wasn't imprisoned and sentenced to death by her own fellow humans upon first contact, or sent to a mad quest to submit a goddess. Oh, and she usually does not have to fear every encounter with even the tiniest little fairy as potentially the last one of her life. Yes, ToG was definitely grimdark. It is up to AnimeWatcher to decide what style TLI should have, and I think his blend of comedy and drama is quite well done; the only risk I feel compelled to point out is the one of exceding with puns and jokes - a thing that has NOT yet happened, but should be kept in mind, especially as the plot progresses and things are supposed to build up toward a climax (the Figment is meant to be a shaper of worlds, after all). For those reasons I would expect the post-demo game to become somewhat more serious, in scope and plot; and the main character to mature, evolve a bit, since now is still kind of a blank sheet, whose only defining traits are a generic aim toward good, a bit of impulsivness, and an almost unsettling readiness to accept her current predicament and become part of its plot.

oLdGog5.gif


You and Carnivore create posts that just make me all giddy. They're intellectual, philosophical, and/or just so quizzical.

First of all, i soooo totally agree with you (as a foot lover) that we need more foot scenes. MUCH more foot scenes. I mean, we need more armpit and breast scenes too. But yes, the Tickling Games forum is, shockingly enough, one of the few places upperbody people dominate. As such, I guess I ended up putting more emphasis on upperbody fans than lowerbody. But, as mentioned, look at quality over quantity here and it'll balance the Demo out.

Still, yea, I'm totally gonna do MOAR FOOT SCENES! :lol And of COURSE you're going to get naughtier scenes the further along you go. I said from the beginning this game will have more "adult situations" than many of the games out right now.


So now lemme respond to your "small" review.

Happiness. I find my reaction is happiness as I read it. I just love hearing players' enjoyment of my game. Really inspires an artist to do more, yknow? And you guys flatter me with comparing it to Deus' writing. I'm going to keep trying to improve on the quality I give you guys as I continue making the game.

Your comparison between Nadya's (screw it, I'm gonna call her the default name now instead of Hero) start and the hero's start in ToG was wonderful to read. I like how you've thought about this so in depth. Deus' world is a lot more "survival of the fittest", I'd say. At least for now 😛 but I don't think that will change. I don't want all that grueling difficulty that came with his game, despite how well it fit (to a point). You're going to get a range of enemies from weak (ala snail girl) to strong (ie Vi), rather than everything can easily kill you if you drop your guard at all. As you level up too, I want you to FEEL like you're becoming more powerful. With Deus' system of enemy's leveling up with you, the player never really feels like they're upgrading much. A Tickle Faerie can still rape you in a few turns, or at least really hurt you, and you saw those blasted things when you were level 1. As such, you're always going to feel like every encounter can (and actually COULD) be your last.

As to characters seeming to go about their daily lives...well...What if your area feels safe because nothing really has happened from it? You're still under the protection of those who swore to it. You might even see a captain in your little "vacation" spot by the lake. Makes you feel more at ease...

Then of course...well...you saw what happened. So yes, you're thinking exactly what I want you to think.

Exactly...what I want...ehehe. Oh the things I have in store. Ohhh yes.

the only risk I feel compelled to point out is the one of exceding with puns and jokes - a thing that has NOT yet happened, but should be kept in mind, especially as the plot progresses and things are supposed to build up toward a climax (the Figment is meant to be a shaper of worlds, after all)

Jokes and lighthearted discussions are going to be put in from time to time to lighten the mood. If it was a super serious tickle game...kindof kills the boner, huh? Even serious movies/shows throw comedy in from time to time just so the audience doesn't want to slit their wrists from how depressing or aggravating the story has gotten for an extended period of time. Do not worry though, I won't be throwing a lot of puns around. I'll be trying to keep those to a minimum. None the less, you can rest assured that changes will happen as the story progresses, whether in the world or character development.

Finally, I also wanted to ask a question to AW. Mind you, I'm not asking for spoilers or anything (I'd hate them actually), but... what have you planned for romantic interactions in the game? I remember I've read something about this before (months ago), but I feel I should ask now, in the post-demo phase: will there be one (or more) romantic partners? And if so, are we talking about a path for the development of monogamic feelings that will impact gameplay? Or "just" friends with ticklish benefits? Or something else entirely?

Spoilers? No spoilers here! From the very beginning I also mentioned this. I mean, I even had a Bezzy comic mock everyone when they found out she "wasn't going to be in here" so you could try your hand at her.

Will there be romantic partners? Ab-so-LUTELY. Hell, you've already met a couple! I'm going the Star Ocean route. Private Actions in towns and locations with your party members. Do an event correctly, gain love points with the girl. Make the wrong choice and watch her glare at you (aka lose love points). As relationships increase you'll get to see more and more of the girl's true personality, desires, fears, etc and scenes may be altered including ones in the story. Particularly if you and the other girl have become "close"

So to answer if you're going to be "just" friends with ticklish benefits or something else entirely...

qcpTGOy.gif
 
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A thought just hit me; will there be any F/M in the game at all? I recall that it was said men were used as sex slaves, but in a world filled with tickle crazed monster girls...
 
Still, yea, I'm totally gonna do MOAR FOOT SCENES! :lol And of COURSE you're going to get naughtier scenes the further along you go. I said from the beginning this game will have more "adult situations" than many of the games out right now.

I'm assuming there will be more foot scenes simply because there's still more game to come. As it is right now, I think the balance between body parts is just right.
 
But yes, the Tickling Games forum is, shockingly enough, one of the few places upperbody people dominate. As such, I guess I ended up putting more emphasis on upperbody fans than lowerbody. But, as mentioned, look at quality over quantity here and it'll balance the Demo out.

I think UB fans are just louder, not more numerous. They feel neglected when things focus on lower, then they make noise.
 
A is for Addictive Battle System (I seldomly had so much fun grinding)
W is for "Which path will you choose?"
E is for Excellent, deep Story
S is for Still not found everything (that's a good thing, keeps me motivated)
O is for "OH SHIT! It's Be... no, it isn't!" 😛
M is for Molto Potiones (learned this the hard way, never just stock up for just now)
E is for Everything a gamer could want
The Demo is already bigger than some of the games out there... this game is so going to need a properly done Walkthrough... better start writing down notes right now 😛
 
After getting to Vi all I have to say is...

Wow.

This is hands down, the best tickling rpg on this site. I'll never beat vi, of course, because I blew all my potions on the centaur raid and now there's no way to get out ^^". Can't wait for the full version to come out.

Also, vi's music is epic.

Edit: I thought that notice meant that if I went back everywhere after I slept new quests would be available. I didn't know it meant before I went to sleep. So I lost out on half the game and now I can't beat vi. >.<

Oh well, there's always live version 😛
 
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Well, I played a bit of the demo when it first came out, but got glitched out before finishing, so I'm happy to have found the time to see the rest of it now.
Most of the bugs I saw seem to have been dealt with minus some text issues, like typos, or the sign in front of the sparkling lake not working, so I'll focus on other things.

First impressions:
-To be honest I liked the level of detail of things from the start, but thought the first monster encounter or two were a tad on the nose, but most doubts were put at ease after I first reached Lockstock. I liked Nadya as a protagonist, her initial acceptance of a strange new world was dealt with fairly quickly, but she serves as a likable straight man to a lot of the going ons. Tula was fun as well, her self-referential dialogue was probably the highlight of the humor, and I even liked the General as a companion in the short time we know her. So I look forward to seeing how more of the characters play off of each other, and how the succubus works out as an antagonist/potential cohort.

As for the tickling, I was pleasantly surprised with the full range of focus. With the zombie's defeat and the different scenes with the thief at the pole being some of my favorite moments, you've shown you can do well with scenario variation. I know you're a foot fan at heart, but I really do appreciate the diversity. Personally I've always enjoyed these more specialized scenes over the all-over-all-at-once tickles, they give a chance to buildup how an individual reacts to a specific spot, so I hope you keep the idea of different characters acknowledging different weak points all throughout. I suppose there's always the Tower of Gargalesis route where you're sometimes given the option of where to tickle, but I guess that depends on how much you're willing to write.

Concerning combat, I'm glad their was an adjustment made since the first demo version. It feels more balanced now, without having to rely on as much grinding. I think I'll stick with warrior for now. I'm subject to change, but it seems like a steady class and may help accommodate for unknown companion shortcomings. Though my tactics weren't always above falling back on using the default tickle for the majority of the fight.

Random thoughts
  • Hidden areas; I like uncovering things exploratively, but having found things like the hidden beach and lakeside cavern solely by chance I worry about what I'll miss. There's also the issue of time-windowed quests. I can understand not wanting to leave a quest open for the entire game, but I'm never sure what qualifies as a proper amount of time/progress passed for new ones to appear and justify extensively combing over every previous area. Tis why I missed the toad-girl apparently.
  • I really like the addition of character expressions. Just being able to showcase mirth or shock really can add to things.
  • Some enemy designs work better than others for me. Entirely personal preference of course, but fledgling harpies make me think of fighting something like Toucan Sam.
  • Should mention that I loved the dynamic of the centaur raid. From a writing standpoint that is, from a gameplay perspective it was a bit frustrating to have a surprise series of battles where success was determined by how many potions I had stocked up beforehand, but I suppose that's what save spamming's for.
  • Most of the music worked well. My only issue would be how the Chocobo theme doesn't really fit with dramatic background music of scenes like the town being attacked.
  • I appreciate having more than one free safe place to heal. Small thing, but I always notice when there isn't one in a game like this.
  • I like the idea of the random events within random encounters. I believe we only have one with the ticklefly at this point, but it's an interesting way to mix things up.
  • The frequency of random encounters only really bothered me in the oni cave. I know it's not uncommon for turn based games to show the increase of enemy activity through increased random attacks, but it's a pet peeve of mine when this equates to trying to map out a maze-like area while running away from a fight every three steps. It starts to feel like a time sink.
  • I liked all of the effects that played into the Bezzy/VI appearance. The visuals, the music, it all seemed like a fun way for you to delve into some of the more ominous atmospheres you've talked about.
In short, I like the direction the project is headed, and am looking forward to future progress. Good on ya.
 
A thought just hit me; will there be any F/M in the game at all? I recall that it was said men were used as sex slaves, but in a world filled with tickle crazed monster girls...

I mentioned this earlier in the game's production, but I have already decided this game is going to be strictly F/F.

Sex =/= Tickling

If it did, we wouldn't have to incorporate both so much into our designs (and we'd probably be a LOT more socially accepted lol). Men are used for lovin and for reproductive purposes. There's probably a man or two getting tickled every so often, but you won't be seeing it in this game.

I'm assuming there will be more foot scenes simply because there's still more game to come. As it is right now, I think the balance between body parts is just right.

Indeed, but also..MOAR FOOT SCENES :stickout I'll still be giving you upperbody lovers your scenes, but in the end, you'll definitely see foot scenes peak slightly more numerous.

I think UB fans are just louder, not more numerous. They feel neglected when things focus on lower, then they make noise.

You might be right, but in doing so they've "dominated" the area. I remember one of my question threads having very few foot lovers come out and talk in comparison to all the upperbody lovers commenting. If they were so numerous, they should've offered their support! I can't do it alone guys :lol Thankfully for them, I'm going to make sure my game isn't going to focus on feet (though, again, I'm a foot lover so games like Lurker's which are dedicated almost entirely to feet are my second heaven).
 
Heh, hopefully it will jump start my ler drive~ ;P

I may be an upperbody fan, but I am more than happy with an abundance of foot fun being the most prevalent. After all, its still tickling, and the female form is very much a work of art: Good to look at no matter where you look~
 
A is for Addictive Battle System (I seldomly had so much fun grinding)
W is for "Which path will you choose?"
E is for Excellent, deep Story
S is for Still not found everything (that's a good thing, keeps me motivated)
O is for "OH SHIT! It's Be... no, it isn't!" 😛
M is for Molto Potiones (learned this the hard way, never just stock up for just now)
E is for Everything a gamer could want
The Demo is already bigger than some of the games out there... this game is so going to need a properly done Walkthrough... better start writing down notes right now 😛

I suddenly feel like going to Geico and getting car insurance as thanks. Strange.

I'm really glad you're enjoying the game so far 😀 Lots more to come! And yes, I've made lesser pots cheap for a reason. That reason is, RPG's normally let you stock up on a pot supply. For some reason, many of our game makers make even one pot really expensive as if it's some rare jewel.

Also - WEEEE! Walkthrough! Love it :wub I feel like my game has already achieved greatness haha.

After getting to Vi all I have to say is...

Wow.

This is hands down, the best tickling rpg on this site. I'll never beat vi, of course, because I blew all my potions on the centaur raid and now there's no way to get out ^^". Can't wait for the full version to come out.

Also, vi's music is epic.

Edit: I thought that notice meant that if I went back everywhere after I slept new quests would be available. I didn't know it meant before I went to sleep. So I lost out on half the game and now I can't beat vi. >.<

Oh well, there's always live version 😛

:blush Well thanks for that compliment, even if I don't believe it personally. I hope it continues to feel like "the best" as I make more content.

Vi isn't meant to be an easy win in the Demo. She is the Demo ender and is actually significantly above the level range you're expected to finish the demo. None the less, I did drop her power down some so she is beatable, but you're still going to have to do some power leveling. I'd suggest rerolling another class and trying her out. I don't even know if Cleric and Paladins are ok since no one apparently wanted to be one (just like in most games lol nobody wants to be a healer or tank).

And thank you for Vi's music feeling epic! It's exactly what I wanted!

As for the notice, this is definitely why most RPG vets will tell you to save often, and not just that but save in different saves! Having multiple save files throughout the game can let you go back in case you messed up or missed something so you don't have to go through the whoooole game again. I've given you 99 save slots for a reason, and they shouldn't all just be for tickle scenes 😉

Well, I played a bit of the demo when it first came out, but got glitched out before finishing, so I'm happy to have found the time to see the rest of it now.
Most of the bugs I saw seem to have been dealt with minus some text issues, like typos, or the sign in front of the sparkling lake not working, so I'll focus on other things.

First impressions:
-To be honest I liked the level of detail of things from the start, but thought the first monster encounter or two were a tad on the nose, but most doubts were put at ease after I first reached Lockstock. I liked Nadya as a protagonist, her initial acceptance of a strange new world was dealt with fairly quickly, but she serves as a likable straight man to a lot of the going ons. Tula was fun as well, her self-referential dialogue was probably the highlight of the humor, and I even liked the General as a companion in the short time we know her. So I look forward to seeing how more of the characters play off of each other, and how the succubus works out as an antagonist/potential cohort.

As for the tickling, I was pleasantly surprised with the full range of focus. With the zombie's defeat and the different scenes with the thief at the pole being some of my favorite moments, you've shown you can do well with scenario variation. I know you're a foot fan at heart, but I really do appreciate the diversity. Personally I've always enjoyed these more specialized scenes over the all-over-all-at-once tickles, they give a chance to buildup how an individual reacts to a specific spot, so I hope you keep the idea of different characters acknowledging different weak points all throughout. I suppose there's always the Tower of Gargalesis route where you're sometimes given the option of where to tickle, but I guess that depends on how much you're willing to write.

Concerning combat, I'm glad their was an adjustment made since the first demo version. It feels more balanced now, without having to rely on as much grinding. I think I'll stick with warrior for now. I'm subject to change, but it seems like a steady class and may help accommodate for unknown companion shortcomings. Though my tactics weren't always above falling back on using the default tickle for the majority of the fight.

Random thoughts
  • Hidden areas; I like uncovering things exploratively, but having found things like the hidden beach and lakeside cavern solely by chance I worry about what I'll miss. There's also the issue of time-windowed quests. I can understand not wanting to leave a quest open for the entire game, but I'm never sure what qualifies as a proper amount of time/progress passed for new ones to appear and justify extensively combing over every previous area. Tis why I missed the toad-girl apparently.
  • I really like the addition of character expressions. Just being able to showcase mirth or shock really can add to things.
  • Some enemy designs work better than others for me. Entirely personal preference of course, but fledgling harpies make me think of fighting something like Toucan Sam.
  • Should mention that I loved the dynamic of the centaur raid. From a writing standpoint that is, from a gameplay perspective it was a bit frustrating to have a surprise series of battles where success was determined by how many potions I had stocked up beforehand, but I suppose that's what save spamming's for.
  • Most of the music worked well. My only issue would be how the Chocobo theme doesn't really fit with dramatic background music of scenes like the town being attacked.
  • I appreciate having more than one free safe place to heal. Small thing, but I always notice when there isn't one in a game like this.
  • I like the idea of the random events within random encounters. I believe we only have one with the ticklefly at this point, but it's an interesting way to mix things up.
  • The frequency of random encounters only really bothered me in the oni cave. I know it's not uncommon for turn based games to show the increase of enemy activity through increased random attacks, but it's a pet peeve of mine when this equates to trying to map out a maze-like area while running away from a fight every three steps. It starts to feel like a time sink.
  • I liked all of the effects that played into the Bezzy/VI appearance. The visuals, the music, it all seemed like a fun way for you to delve into some of the more ominous atmospheres you've talked about.
In short, I like the direction the project is headed, and am looking forward to future progress. Good on ya.

The sign was fixed a loooong time ago (by which I mean I put something on there because I didn't have nor was going to have it be important. But damn if people didn't want a sign to have something readable on it!) Are you on the latest version?

Could you explain what you mean by "tad on the nose"? If there's things I need improving in, I'd like to know so as I go along I can fix things and make future events better. Glad you liked Nadya and the gang. Everyone seems to have been given a big laugh from Tula and I'm happy that she was so well received. I give my characters...well...character. Personality. I want each to feel a bit unique. Stay tuned for more character development, I think you'll like what I've got in store!

I've learned as I was building the demo that all-over scenes suck.

Ok, not the demo, I learned this when playing OTHER games (particularly Japanese games where they often go with "All Over" scenes). It's so dull. So boring. I'm going to make more concentrated scenes that specific body part lovers will WANT to save before/after.

Just like in most games, if you play a physical class, you'll probably be spamming the default attack. It's your specials I want saved for boss fights, and if you do that then I feel like I've done my job. The Warrior is designed around 2 things - tanking and physical damage. Some classes like the Warrior will really start to shine as you gain party members, because then you can utilize things like Cover so you can protect your squishy monster girls. I'm positive there will be adjustments that need to be made as the game progresses, and I'll work on not breaking classes (like I had done with the Rogue) as I go about it. Feedback is key though.

As for your random thoughts:

  • Well if you found them by chance, then they were hidden 😉 Hidden doesn't mean out in the open after all. I reward those that explore as well as those that investigate nooks and crannies. Remember during the Time training when the old man showed you the secret path? I give little hints, minor clues, but nothing that'll just pop out at you. As for time related quests, the game progresses and things change so if you miss something now then it's just how it is. This is why it's a good idea for multiple saves (or playing the game through on another class). Just letting you know right now, you will NOT see everything in one playthrough (like, say, the endings with specific monster girls). As for the Toad girl, she is actually MEANT to be missed unless you are really adamant about investigating things.
  • Glad you love the expressions! 😀 They're a pain in the butt to get made and hooked up, but well worth it I think.
  • Save spamming and perhaps stockpiling would help. Lvl 1 Pots are pretty cheap (and even then I was on the fence of giving them to you guys this early, but I thought meeehhh I'll do it). If you're at a decent level though, you should be utilizing your new comrade for the fight. Make sure you are in the latest version as she should be more useful to you (2 warriors can Cover dance each other if they so wanted to).
  • The Chocobo battle music during the Centaur raid. You actually make an EXCELLENT point. I'll look into changing it out to something more dramatic for that part (and future events like it).
  • I will say this, enjoy them while you can. I've given you 2 free heal zones, but as you saw in Lockstockd Tickles, you had to pay a small fee for the inn. Once you're out of the Demo area, it's going to be like this in most areas. I might drop a freeby heal area or two, more than likely always before a boss fight, but they'll be limited.
  • Woo! Happy to hear you appreciated the randception event. I've got more events like that planned out, but just like the Ticklefly they will be rare.
  • I'll check the Oni cave and make sure the encounter rate isn't too high. From what you're saying, it sounds like it is and I'll go and drop it down some. If there's one thing that annoys me bad in RPG's, it's high encounter rates that keep me from moving more than a few feet. If you're complaining, however, about how you get more Oni mobs per encounter the deeper you go...well...you ARE getting closer to the boss fight. Wouldn't you think there'd be more Oni's trying to protect "The Boss"? :stickout
  • Ah I'm so excited that so many people loved Vi's fight. Win or lose, I wanted the end of the demo to be epic. And Vi is a small taste of what I can really come up with.

So thank you for all the feedback! I hope I'll continue to keep you as a satisfied customer 😀
 
Ok, I've had time to run through on the latest version with a Ranger. I like the class, and regularly used her weakening arrow ability. I might stick with her. Instead of organizing my thoughts coherantly, I went stream of consciousness as I was playing (again, overall I'm really happy with this demo, looking very cool. Love the scenes, their sensuality, their variety):

-in the tutorial, when Joran gives you 1 exp, you don't actually get 1 xp. This would throw off the pretty numbers (no longer divisibles of 5 and 10 provided RE don't give odd numbers as well).
-if you take the shortcut during the tutorial, Joran will still say you took the long path.
-there are spots where Nadya's name does not display, such as choosing to tickle the slime in the tutorial. It'll say something like [/N1].
-Even if you've never talked to the blue haired girl in the first town with a letter, she'll still say "You're back!" That only makes sense if you talked to her earlier.
-likewise, the shopkeeper in Lockstocked also says "welcome back!" as the first thing.
-Man, the frog girl won't show after the tutorial?! Harsh, AW. Harsh.
-No scene for staying at the Giggling Sleeper. Sad, the innkeeper did not seem trustworthy. Nor the drunken patrons.
-there is a sign at the lake. I can't read it.
- the Fuzzy Bra is kind of bad for an item you get for sparing the catgirl. I don't know, maybe it should be at least comparable to the swimsuit?
-After giving the Catgirl panties… I still have panties. Sweet, sweet panties.
-ugh, Oni spawn rates. Little rats aren't worth any experience, either.
-At Lvl 6, the Ranger is supposed to learn Quick Move? I don't see it, did she just get faster?
-Did not save the dude from the centaur. Sorry, ma'am, that was on me. Interested to see if that'll pop in later in the game.
-Ooh, Harpy. I like you. No matter how that battle goes.
-Dammit, Vi. Breaking ma games. I had a good thing going.

Suggestion:
-It’s a pain to walk back to the priest every time I need to be healed up. Can Nadya eventually get some kind of out-of-combat item for that? Chant the magic word and get healed? I don't think that makes the game too easy, as you can already run back.
-I feel like at least one NPC should be self-aware enough to comment on the weird stuff you're wearing. At least when its weird. Nadya's walking around in a swimsuit, or a fuzzy bra… someone should think that's odd. Or hot. Or fashionable. Or something.
 
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