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Who Hunts Monsters [MV]

Not to be the BEAR-er of bad news *dodges tomatoes* but the glitch with the boss is still there. The only thing different is the boulder is missing. But I'm not sure if that's because I used my old save. I'll replay the game and see if it still does it.

hm it should be fine, let me look at it again .-. i'll update this post with my results.

Edit: loaded my browser save and went back to the cave. you'll have to beat the grizzly one more time (because I left out ANY check to prevent it from happening again the first time), and then after that it won't happen again.

oh and you'll have an extre grizzly soul egg, so...enjoy? .-. this should be completely fixed in a new game, as before the hunter didn't take back his hunter charm <_<;;;;;; that's fixed too.

oh god i didn't even think of that...<_<;;; that's a super easy fix, one sec.

Edit: aaaaand fixed ^o^ not my favorite solution, but now you can't use your return charm after picking his up, until you defeat the grizzly.

Anyone reading this: all of these fixes should be available in the browser version, which is as easy as copypasting something to my google drive to update.

i may look into a more permanent host to make the browser based released the main one .-. it's terribly convenient and it lets me do quick patches on the fly. i think i'll hold off on full downloads until either a) the game is done or b) i've done all the updates and patches needed per release (prologue, chapter 1, etc.)
 
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Part of the way through the prologue, pretty good so far. Great tickling scenes. My one complaint is a lack of explanation for the different states. I have no idea what the value of the oil/water flask is, and I'm not sure what several of the monster effect signify (like the skull icon from the bear).
 
Part of the way through the prologue, pretty good so far. Great tickling scenes. My one complaint is a lack of explanation for the different states. I have no idea what the value of the oil/water flask is, and I'm not sure what several of the monster effect signify (like the skull icon from the bear).

yeah, that's fair. i tried to make it as straight forward as possible but i can turn on the status effect dialogue menu ("Angela is Bleeding!" for the skull example)

the oil and water flasks are useless right now. Oil makes an enemy Oily, which lets you ignite them with a Fire spell. Water makes them "Doused" which guarantees freeze with Ice, and boosts Lightning significantly.
 
Just finished, pretty nice. Very polished for a tickling RPG.. Now I just need to get my adds on some damn eggs!
 
Just had a play-through, was pleasantly surprised. Managed to complete the quests at level 2. Here are my thoughts:

- Battles were just the right difficulty. Not too easy, not too hard. Simples.
- Quest system was neat. Displaying rewards was a good incentive to complete them.
- Maps were tidy, well thought out and not too large. Getting lost in these types of games is frustrating but that wasn't the case here.
- Details such as the light switch in the house, the comments when interacting with everything added to the game's charm.
- Are you some sort of alcoholic? 😉 All these beverage names...

I'm guessing you're going for a cutesy, light-hearted tone with this game. Which is fine. The main character is cute and cheerful (maybe a little too cheery for my cynical mind) like most RPG protagonists. My only little niggle is that it took me awhile to get to a tickle scene. It played like a decent, normal rpg for me until I used a soul egg at the guild and thought 'Oh yeah! You can tickle stuff!'.

Anyways, the tickle scenes themselves were nice to read so I hope you continue with this project when you can.
 
Just had a play-through, was pleasantly surprised. Managed to complete the quests at level 2. Here are my thoughts:

- Battles were just the right difficulty. Not too easy, not too hard. Simples.
- Quest system was neat. Displaying rewards was a good incentive to complete them.
- Maps were tidy, well thought out and not too large. Getting lost in these types of games is frustrating but that wasn't the case here.
- Details such as the light switch in the house, the comments when interacting with everything added to the game's charm.
- Are you some sort of alcoholic? 😉 All these beverage names...

I'm guessing you're going for a cutesy, light-hearted tone with this game. Which is fine. The main character is cute and cheerful (maybe a little too cheery for my cynical mind) like most RPG protagonists. My only little niggle is that it took me awhile to get to a tickle scene. It played like a decent, normal rpg for me until I used a soul egg at the guild and thought 'Oh yeah! You can tickle stuff!'.

Anyways, the tickle scenes themselves were nice to read so I hope you continue with this project when you can.

ya sorry about that .-. the tickling will be more prominent in the upcoming chapters with angela actually having to travel through more enemy infested areas. i just wanted to really make sure i had a good game first so it would be fun to explore and play. i'll do better about having more tickling in the future ;^; i'm sorry

ya it's super cheery and light-hearted...right now. but i hope the intro and the end of the prologue work to address the upcoming/underlying drama that's waiting.

the end of chapter 1 will have a hint of seriousness, and chapter 3/4/5 will get super cereal. i hope that doesn't turn people off...(chapter 4 especially when we meet Ren omg...)

Edit: regarding alcohol <_< the missing brother's name is Miller Jr/Miller Lite and the shop keeper is Bailey.
 
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Finished the prologue!!!

GREAT GAME!! THANK YOU!! CAN'T WAIT TO SEE THE REST...

I haven't so much difficoult with the Goblin, nor with the Hobgoblin: I was in more pain in the beginning of the game, when I still was in Level 1... and I found out the Grizzly Bear Girl more strong than the Hobgoblin... won quite easily with the Hobgoblin! 🙂 Need to play more on this wonderfull game! Thank you again! 🙂

P.S. Anyone here have seen that episode from "The Community: Season 3" where they all play a RPG? Lol
 
sorry for no updates 🙁 been a busy weekend and i've been sick. i should have the final version of the prologue done in a few days, which will add several tickling scenes. thanks for your patience.
 
Hi there. I played through the prologue, and I must say, it's a wonderful little game you've created for us, and thanks so much for sharing.

The humour and atmosphere you've created with your protagonist is terrific. She really has her own style of speaking that's adorably endearing. You're quite a good writer too (a real necessity for games of this nature, I feel) and I've enjoyed the tickling scenes and dialogue both.

The soul egg stuff is a very clever way of allowing players to 'replay' scenes instead of needing to reload, and it's very cleverly done.

The lack of 'flee' option is interesting, and your save points were well spread out. Great to have one before the boss fight!

All in all, a wonderful game, and hope to see more soon!
 
Really want to play this as it sounds great, but none of your downloads work and the web based one crashes when ever one of the assigned "back/unconfirm" buttons are used.
 
Really want to play this as it sounds great, but none of your downloads work and the web based one crashes when ever one of the assigned "back/unconfirm" buttons are used.

oh no D: that's really strange, everything is working as far as i can tell. i even tried the browser on multiple browsers. it won't work on IE but it works just fine on chrome and firefox.
 
It's alright, a friend of mine sent me the download so I've been having a little play around with it, will come back with a proper analysis and review when done (and kudos for you for beating me to being the first one in our community with an MV game out! 😛issed )

That being said, I'm gonna drop a few quick nitpicks here: Walking and running speed don't seem different in the slightest (don't know if that's an engine problem or a design one there), the "starter" enemies are a tad bit savage for the start of the game bud. I'm having to port back to town after pretty much every fight in my gaping quest to see if maybe lvl3 will help make a difference.

And to round it off, a glitch I found! Not sure whether this is the fault of the engine due to the new map layering system or due to something on your end, but this happens whenever a bush is too close to a ledge (you can do it on the one across from this shot, I even tried!)
 

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It's alright, a friend of mine sent me the download so I've been having a little play around with it, will come back with a proper analysis and review when done (and kudos for you for beating me to being the first one in our community with an MV game out! 😛issed )

That being said, I'm gonna drop a few quick nitpicks here: Walking and running speed don't seem different in the slightest (don't know if that's an engine problem or a design one there), the "starter" enemies are a tad bit savage for the start of the game bud. I'm having to port back to town after pretty much every fight in my gaping quest to see if maybe lvl3 will help make a difference.

And to round it off, a glitch I found! Not sure whether this is the fault of the engine due to the new map layering system or due to something on your end, but this happens whenever a bush is too close to a ledge (you can do it on the one across from this shot, I even tried!)

ya i fixed that glitch already, just not in the download version. for some reason in mv if you place a walkable tile right on a non-passable tile, it makes the whole thing passable. idk but its fixed already.

the running and walking speeds are different so idk where that's coming from. if you click you always dash, but with mouse keys holding shift will make you run (as i'm sure u know .-.)

the early enemies seem that way because no one seems to read what i've said T_T or talks to my rocks. i'll make things a bit more clear in the next version, but if you find all the free stuff, you can easily get through the Sugarheart Pass without being hurt that badly. the two mini-bosses can be really rough but i think a lot of issue is coming from people being afraid to guard.

i'll tweak the engine so it'll tell you what the status you've gained is, to maybe help make it more clear. it just seemed so cluttered with it, but i'll fix that.

.-. i'm going to have to make a video, i was worried things were to easy to be honest.

but all levels will get you is more spells, every enemy you fight in the wild is balanced around fighting at level 1. you can easily clear the whole sugarheart pass with just the starting food as long as you don't get unlucky with misses. enemies aren't able to crit you, and there's no variance to the damage any attacks do. once you've been hit, you can know it will always do that damage unless you guard, buff/debuff, or change equipment.

also try to rush the Sugarheart Bread quest. the item you get gives 25% increased effect to all items, making it even easier to stay topped off between fights. you can equip the ring, heal, then equip the scarf if you like those stats more.

Edit: The browser version has been updated to include lines of text that explain the status effects as you fall under them. i've also repositioned the "hint" rocks and created one related to the slimes. basically if you become "soaking wet" the slimes will always use absorption next, so you should guard. absorption also removes the "soaking wet" state. os
 
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-Edit- (I've been told what I've put down seems a bit confrontational, that was not my intent. I just get very passionate about game design, particularrily when I see a project and developer with promise. I just didn't want this guy to go off and make something TToG levels of convuled as I fear I'm not gonna be able to break the game apart and make a cracked version to help people stand a chance of enjoying it.)

Top layer must have priority then.... Which is really silly and just plain stupid for the most part XD

I've tried it having the dash manual and the speeds are still pretty much the same.

I talked to all of them, but the one with the hint I needed was at the end of the area. By then I had already learned how to deal with a Goblin thanks to getting wombo comboed. But that one fact doesn't solve the balance issue you've got going on here. Also leveling seems to do nothing except give you a skill... which is REALLY bad! You need some stat progression with your levels man! And your end statement there "being afraid to guard". Noone is afraid to guard, it's just survivability is not an issue you should be running in to on your FIRST LEVEL! Guard is more of a mechanic for bosses and later stuff, not having to spend your entire encounter guarding so you can build up enough TP to "Double Strike" your way to victory.

That'd be a great idea, it was one of things I had in my cliff notes for the mini review thing (What the fuck is drip thing for?!)

Too easy? What gave you that idea when a basic enemy can cheap you out by doing it's slam combo thing twice in a row before you even get to the save stump!

"Balanced".... You're a souls player aren't you? You have no idea what that term means! XD Going through the whole game and never growing your stats is seriously awful! It's one of the key mechanics in an RPG. Forever being stuck with the average of 6 hits for max health is terribad! I've gotten good at dealing with those enemies because I've had to encounter them so many times and that's what's caused my low health returns! I've been spending time grinding levels so i can deal with the boss, but I've now learned that's mostly pointless cause it's not gonna do me any good having a defence debuff if I have to guard my way out of "Drunken Fevour" for 5 turns before having to spend two turns healing back up so I can survive if it happens again.

I did that, you really need to be clear about what the effect of that item is. "25% Healing" can be read as "gives you a 25% heal" or "increases all heals by 25%"... but no, turns out it only effects healing items which makes it way less useful for trying to get through a boss you seem to need crits to do any form of legitimate damage to.

I get the feeling that this is not only your absolute first game, but that you've not had much experience within the RPG genre before. It's good now that I finally know the connection I thought was there between the wet and absorption thing, but most players don't dissect a game as their playing so they're not likely to keep an eye on a stat they don't understand. That also doesn't help explain whether those battle items you can buy that inflict statuses like "Oily" are of any use. I've ignored em cause I don't know what they are or what they do, I only have a guess that oily is probably gonna make things more flammable.

Update: Beat the first boss... Excuse me whilst I distract myself with a pudgy tease in sandals!
Update 2: Tease us with sandals and even teases our heroines darling feet... But no foot revenge?! T_T On another note, does the 1st proper chapter mean that the pants are gonna die? I mean, I can deal with the sun almost being down from the top of sky.... But the pants man! THE PANTS!!!!
 
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Top layer must have priority then.... Which is really silly and just plain stupid for the most part XD

I've tried it having the dash manual and the speeds are still pretty much the same.

I talked to all of them, but the one with the hint I needed was at the end of the area. By then I had already learned how to deal with a Goblin thanks to getting wombo comboed. But that one fact doesn't solve the balance issue you've got going on here. Also leveling seems to do nothing except give you a skill... which is REALLY bad! You need some stat progression with your levels man! And your end statement there "being afraid to guard". Noone is afraid to guard, it's just survivability is not an issue you should be running in to on your FIRST LEVEL! Guard is more of a mechanic for bosses and later stuff, not having to spend your entire encounter guarding so you can build up enough TP to "Double Strike" your way to victory.

That'd be a great idea, it was one of things I had in my cliff notes for the mini review thing (What the fuck is drip thing for?!)

Too easy? What gave you that idea when a basic enemy can cheap you out by doing it's slam combo thing twice in a row before you even get to the save stump!

"Balanced".... You're a souls player aren't you? You have no idea what that term means! XD Going through the whole game and never growing your stats is seriously awful! It's one of the key mechanics in an RPG. Forever being stuck with the average of 6 hits for max health is terribad! I've gotten good at dealing with those enemies because I've had to encounter them so many times and that's what's caused my low health returns! I've been spending time grinding levels so i can deal with the boss, but I've now learned that's mostly pointless cause it's not gonna do me any good having a defence debuff if I have to guard my way out of "Drunken Fevour" for 5 turns before having to spend two turns healing back up so I can survive if it happens again.

I did that, you really need to be clear about what the effect of that item is. "25% Healing" can be read as "gives you a 25% heal" or "increases all heals by 25%"... but no, turns out it only effects healing items which makes it way less useful for trying to get through a boss you seem to need crits to do any form of legitimate damage to.

I get the feeling that this is not only your absolute first game, but that you've not had much experience within the RPG genre before. It's good now that I finally know the connection I thought was there between the wet and absorption thing, but most players don't dissect a game as their playing so they're not likely to keep an eye on a stat they don't understand. That also doesn't help explain whether those battle items you can buy that inflict statuses like "Oily" are of any use. I've ignored em cause I don't know what they are or what they do, I only have a guess that oily is probably gonna make things more flammable.

Update: Beat the first boss... Excuse me whilst I distract myself with a pudgy tease in sandals!
Update 2: Tease us with sandals and even teases our heroines darling feet... But no foot revenge?! T_T On another note, does the 1st proper chapter mean that the pants are gonna die? I mean, I can deal with the sun almost being down from the top of sky.... But the pants man! THE PANTS!!!!

something is definitely bugged with your copy then if dashing isn't doing anything. i'll definitely make a video.

in response to the hints, i moved the goblin one to be literally the first rock in the area. i've also added text boxes to show what the statuses the enemies have inflicted are. that should hopefully clear up a lot of confusion.

and again, i moved a slime rock close too. i probably shouldn't put it on rocks, but, well, it's there so lol.

i just don't see how it's imbalanced though .-. you can beat every single enemy in 3 attacks except the slime because it's tanky. and healing always opens you up to double strike soon, since your next attack after healing with healing breath gives you double tp generation .-.

every level gives you skills. .-. i'm not gonna change that though since everything is balanced around it. items will be extremely powerful as the game continues. like the bronze circlet giving you 25 hp. in chapter 1 you'll get something that gives you 50 hp, as an example. by chapter 5's final boss, you'll likely have like...500 hp or something thanks to the items you can collect.

oil flasks and water flasks will be used in chapter 1 when you can be a wizard.

edit: the ring does say "Item Healing +25%" i don't see how that's confusing...

off-topic: the pants, may in fact die, but the dark man will suffar

edit: I never played the souls games, but bloodborne was my goty .-.

edit 2: i'll go back through and recheck the balancing. if the goblin thing is going to be that much of a problem i can remove big swing...
 
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There might be a very slight difference, but it definetly doesn't seem the run speed is that great... More like a power walk than a run.

That's a good move, it was a bit daft having your hint bits appear at the end of the level. I mean let's face it, if you got that far you've probably already figured that out by now.
Fantastic, that was one of the biggest and glaring gripes that I fear would've only gotten worse as the game went on. Poison is a no brainer as nearly everywhere has that for the same thing (even though in this game I doubt you're "poisoned" per say).

Maybe instead of the rocks you have a trainer character of sorts at the guild that you can go to for knowledge about status defects and monster tips.

But that voids the point when your having to spend that chance at a double strike healing again. Especially when against the slime girl as she's probably healed herself up passed that doing any more damage by that point. Seriously, it's thanks to her that I'm so grateful for criticals on Double Strike.

So you're intending to handle your HP and I'm assuming TP aswell via equipment?

.... I'm dreading the jokes and lunacy she's gonna go through getting changed class, much less changed gender! XD

The one on mine just says "Healing +25%"

But I liked those pants.... 🙁

That's a Souls game, just with a new title so it counts XD

The only thing I'd suggest is toning down it's occurence rate for the start area. With an attack like that, you shouldn't be seeing the combo set up multiple times in a row on the very first level of the game.

I get that it seems a bit nit-picky, but you've got to keep in mind that your players won't know the systems you put in without you telling them. Hell, I lost count of how many people from this site alone that got confused with what you're meant to do in Laughing House after the Libraryinth! So many didn't think to just leave the area and the ones that did, didn't pick up on the clear visual queue that a character dissapeared in to a section of the wall! And my game just focused on light puzzle stuff! With an RPG, so much more can wrong if left un-explained! Trust me, you don't want Bloodborne's infamous "beast mode" thing to happen within your game
 
There might be a very slight difference, but it definetly doesn't seem the run speed is that great... More like a power walk than a run.

That's a good move, it was a bit daft having your hint bits appear at the end of the level. I mean let's face it, if you got that far you've probably already figured that out by now.
Fantastic, that was one of the biggest and glaring gripes that I fear would've only gotten worse as the game went on. Poison is a no brainer as nearly everywhere has that for the same thing (even though in this game I doubt you're "poisoned" per say).

Maybe instead of the rocks you have a trainer character of sorts at the guild that you can go to for knowledge about status defects and monster tips.

But that voids the point when your having to spend that chance at a double strike healing again. Especially when against the slime girl as she's probably healed herself up passed that doing any more damage by that point. Seriously, it's thanks to her that I'm so grateful for criticals on Double Strike.

So you're intending to handle your HP and I'm assuming TP aswell via equipment?

.... I'm dreading the jokes and lunacy she's gonna go through getting changed class, much less changed gender! XD

The one on mine just says "Healing +25%"

But I liked those pants.... 🙁

That's a Souls game, just with a new title so it counts XD

The only thing I'd suggest is toning down it's occurence rate for the start area. With an attack like that, you shouldn't be seeing the combo set up multiple times in a row on the very first level of the game.

I get that it seems a bit nit-picky, but you've got to keep in mind that your players won't know the systems you put in without you telling them. Hell, I lost count of how many people from this site alone that got confused with what you're meant to do in Laughing House after the Libraryinth! So many didn't think to just leave the area and the ones that did, didn't pick up on the clear visual queue that a character dissapeared in to a section of the wall! And my game just focused on light puzzle stuff! With an RPG, so much more can wrong if left un-explained! Trust me, you don't want Bloodborne's infamous "beast mode" thing to happen within your game

there must be something wrong with that version...running is significantly faster for me...i didn't do anything with that, just using the baseline dashing speed.

ya part of the problem is i just came up with the rock dialogue as i went. so that was bad on my part. it should be much better now.

i dropped the Big Swing rate down to 30% from 50%, so maybe that'll help.

i may have gone back and fixed that later, so it may just be the first download doesn't have the clarified text. sorry T_T

the slime really isn't so bad. once you know to guard if you become wet, she only heals for 9 damage. so you can easily burst her down with a couple double strikes. .-. i made sure that Guard gave the same amount of TP as attacking, so that means its not a total waste guarding. as a compromise tho, i dropped the chance of dousing from 60 to 45% and removed the 30% chance that their auto attack will douse you.

tp will stay capped at 30, but later skills/items will improve tp generation. there's a skill that the jack gets later that gives you 10 tp, double boosts both attacking stats, and drops your defenses. stuff like that. with that skill, if you use healing breath, then that skill, you get 20 tp. so there are a lot of options later on by leveling your class (and each class levels separately, which is why i didn't give characters stat growth on leveling)

class changing itself will actually be really simple. i'm trying to decide between an item or just an option in the menu. the only problem with the menu option is you lose all your mp if you switch to warrior and back .-.

hp will be 100% handled through Headgear.

there won't be a gender change, unfortunately -.- but bacardi will be there for people who want to see male tickling. the first thing that happens in chapter 1 is a scene with him and angela

i'll add more hints and such through npcs rather than rocks in the future. i was happy with my rocks though .-. even the two rocks you can talk to in the cave.

ya i dont want to scare people off, but i was disappointed with cackling cave bein pretty much a walk in the park with no thought required .-. so i want this to be rewarding, but not like head bangingly hard except for quests that fall into the "Hardcore" category.

i hope i dont seem defensive .-. i really do appreciate the feedback, and i'll do what i can to adjust things accordingly.

on a non-related note: i'm doing the punishment scenes for the Fairy (feet), Goblin (belly) and Slime (...body?) today. so once i have those done, i may be ready for a final prologue release which will include new download links.
 

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I didn't mind the difficulty. And frankly, I like the idea of stats being handled by items. It means, unlike most tickling rpgs, it won't require hours of grinding.
 
I would tend to agree that, while the lack of stat gains does make it seem like you can't really "improve", it would make it fairly easy to balance the game. Essentially, it seems that the majority of character development will be handled by the storyline and mini-quests, so you can't just grind for an hour in the starting area and breeze through. I hate to admit that it does make it seem a tad less open, though. Rather than naturally developing, since you only really see gains through items (aside from skills), you only develop with the story/sidequests where the items are, and not really on your own. It's certainly a unique way to advance though, I haven't seen many other games do it.

Regarding using the items to get through the first area...I'm one of those RPG players that will grind for hours to avoid using "ANY" health items because I might need them for a boss (or between bosses with no shop access)...but won't use them for the boss because there might be a "secret" boss after that (repeat until credits roll). It totally makes sense to use the bread to complete the area, but it's such a hard habit to break!

The main visualization of the downside I see is that you might feel like a champion end-game but if you lose your weapon (in an RP sense) you're back to limp-wristed arm-flailing against the earliest of opponents. Not really a downside per-se since you're probably not going to lose it (unless part of the storyline?), but might break the immersion aspect a tiny bit.

So far this is turning into an excellent game, slight nit-pickiness aside! A teeny bit challenging early on, but she did kind of herp-derp her way into the job so I wouldn't expect to vanquish people at a glance.
 
Maybe, i'll have a word with the generous fellow that gave me the game, see if he's got the same issues.

It's good to have items be interactable and it's good they've got the whacky dialogue as it suits your main character. But with hint stuff, it's not good hiding all of that at the end. It'd be like getting to the end of the first level in mario and a block telling you "Oh you could've gone down those pipes" or "Kick the shells and they may come back to smack you."

You had it 50%?! No wonder I kept getting locked in it! XD On the bright side, at least now I know that MV still has that dodgy quirk VX had and seems to have carried over ever since.

That's alright! It's good to see that it's meant to be there at least.

Only heals 9 damage? You meaning that unblocked? Cause she does 11 unblocked without the guard on (the same damage I do to her.)
I did notice it generated 2 TP, which I used to make way through the first boss.
That's good! But wait, isn't doused a different effect than being wet? Since you have that item that can inflict the "doused" state.

It's alright that being capped at 30 as I've found the average for common battle is about 10 needed. Thats pretty good.... Not sure I can be arsed to grind for that high long though especially given that all I get is skills XD
Have you tested that you can stack it like it like?

I'd say stick as something handled at the guild so you can have it stack with a full recovery. Shamefully, they'll be no way to keep your current levels of MP and such with a from menu transistion. The only way to handle it would be a full recovery from it, which would be abusable in field.

Almost like Rogue Legacy

I was joking buddy XD It's a literacy thing since "Wizard" is associated towards male spell casters, Witch for Ladies. It's why most games just use "Mage" as it's that "gender neutral" thing all those Tumblrina's go mad for.
Poor sod, humilated twice and the game has barely begun! XD

Good idea! Most people don't think to check inimate objects, much less for hints! Very few people bother to add dialogue to inimate objects. I think it's just you and I that have done it in this community bud XD (And for that I feel for you, I know how annoying it is to try and add in some unique dialogue for items so it's not just copy pasta)

It was a good game dialogue wise, but yeah it was super easy. But that's cause the guy behind it pretty much just put it out for the whole "interactive tickling" kick. Still a good game and still one I occassionally fire up for those game overs and revenge dialogue
As long as you don't go TToG levels, you won't become infamous for being a cruel git with it! XD

It's alright, it's why I'm helping out and leaving suggestions and such. As someone that does these sort of games as a hobby and a means of improving my actual career stuff, I know how frustrating it can be when you get no feedback. Yeah it's good hearing that you're game is great fun and such, but it's always good for people to voice their opinions and give constructive feedback. (And for those of you reading this and wondering why I get I funny with some of the stuff I get hassled with my game for, it's because "the girl dissappears in to the wall and then i don't know what I do" isn't really constructive! I made it as obvious as I could without sticking a "She went in to a wall, I should try that too!")

Of course those poor exposed soles of the little fairies are doomed XD
As long as I don't see my plan for a revenge scene with a Slime girl pop up before I get my game out, any slime girl tickling is good! XD Seriously cannot wait for MV to finish downloading so I can hopefully get the "ACTUAL RPG Project" up and running.

Can't wait, though I'd suggest editing your main post for the download link instead of burying umpteen different links within pages of your thread.
 
I would tend to agree that, while the lack of stat gains does make it seem like you can't really "improve", it would make it fairly easy to balance the game. Essentially, it seems that the majority of character development will be handled by the storyline and mini-quests, so you can't just grind for an hour in the starting area and breeze through. I hate to admit that it does make it seem a tad less open, though. Rather than naturally developing, since you only really see gains through items (aside from skills), you only develop with the story/sidequests where the items are, and not really on your own. It's certainly a unique way to advance though, I haven't seen many other games do it.

Regarding using the items to get through the first area...I'm one of those RPG players that will grind for hours to avoid using "ANY" health items because I might need them for a boss (or between bosses with no shop access)...but won't use them for the boss because there might be a "secret" boss after that (repeat until credits roll). It totally makes sense to use the bread to complete the area, but it's such a hard habit to break!

The main visualization of the downside I see is that you might feel like a champion end-game but if you lose your weapon (in an RP sense) you're back to limp-wristed arm-flailing against the earliest of opponents. Not really a downside per-se since you're probably not going to lose it (unless part of the storyline?), but might break the immersion aspect a tiny bit.

So far this is turning into an excellent game, slight nit-pickiness aside! A teeny bit challenging early on, but she did kind of herp-derp her way into the job so I wouldn't expect to vanquish people at a glance.

ya that is a possible problem with the item-based progression but you can blame diablo for that .-.

though i will say some of the later skills are just incredibly powerful. i've only designed up to level 10 so far, and i'm imagining 20-25 being the end game.
 
Prologue - Final Version

hello, hello! so as we speak i'm uploading the final version of the prologue.
For those using the browser version, it's already available! for those waiting on downloads, i have new files uploading now, and will be editing this post and my first post with the correct links).

so what does this update add? several things, both planned and based on feedback:

Updates
-There is a sign next to the Guild which will have hints to common issues
- Rebalancing on the Blue Slime and Goblin
- New dialogue from Smirnoff upon completing The First Hunt
- Soul Eggs added for Fairy, Goblin and Blue Slime. They each have a 25% chance to give you a Soul Egg when defeated. Additional Soul Eggs can be traded to Guinness for Gold.
- Several bug fixes (looking at you Grizzly battle)
- Clarification updated on a few items
- Piano Guy learns a new song after beating the Hobgoblin.

so yeah! this is the final version of the prologue, so if you were holding off, or if you finished it already and want to get your hands on those new soul eggs, have at it!

as always, let me know if you discover any problems or have any feedback on any of the content. this includes the contents of the soul eggs. seriously if you have any feedback for anything, let me know so i can address it moving forward .-.

See First or Last Post
 
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Is there no way to continue where you left off on the browser version? Everything has been great but now it appears that I will have to start over xD
 
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12/26/2024
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