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Who Hunts Monsters [MV]

So far I am only finding 2 total. One focused on the feet(I guess >_>) and the other with the everything. Unless I am missing something or it is coming later in Chapter 2. Granted I've only found 2 bosses and you've said there are 3, so I am holding out hope that I missed something xD

Werecat (yes i know some will be disappointed but i really liked it so i left it as is), Kitsune Spirit, and Werebat.
 
Do you know why I wouldn't be able to access my saves when playing the google drive version? Every time I go back too it I have to start all over again. Like now since I'm stuck in the forest I am going to have to restart my whole game to get out of it.

reload, it should let you leave the forest, the fix should be uploaded.
 
Do you know why I wouldn't be able to access my saves when playing the google drive version? Every time I go back too it I have to start all over again. Like now since I'm stuck in the forest I am going to have to restart my whole game to get out of it.

RPG Maker MV uses localStorage, which is attuned to the current web address (URL). The drive version of the game and the indieexpo version of the game live at different addresses. So, their localStorage isn't shared.

But there's still hope.

Using JSON.stringify(localStorage) JSON.parse(localStorage), one can most likely copy the save files over from one URL to the other.

I haven't personally taken a real stab at it yet.
 
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Found a typo. In the Proving Grounds discussion with Bacardi, "grin" is accidentally in as "grind."

Also, I noticed that if you open browser dev tools and walk while the game is open, you get an exception involving shortcutLock thrown at every keypress, and that the game frequently complains about "audio/se/Move1.ogg" being missing. Maybe that's an RTP file that didn't get uploaded to the web?


reload, it should let you leave the forest, the fix should be uploaded.

Not sure the fix is working quite right? When you talk to Hide-n-Seek kid, you get locked out of your return charm.

Also, might be a related bug, but going north at the forest "entrance" when the above lockout bug is active lets one walk through the black, non-map area.

Another possible bug: the weird burning skull curse looking state seems to persist outside of battle. I think there might be some kind of bug involving bleeding, frenzy, and salve?


---

So, some thoughts on balance. There's a quest that recommends wizard. Leveling wizard to 3 felt grindy. It would be more fun if a side-quest brought the class up to speed. Whatever. Bit the bullet, got it to 3.

Then got pounded in the forest. (Even using the monster weaknesses.)

The main problem is that monster drops give little $, but dealing with the monsters costs a lot of $. Salve costs 50g. You might use 2 in one fight against a werecat or werewolf, if unlucky. The drops from the monster are...30-35g. And then you need 2-3 bread to offset the damage you took during the fight. (This is with the heavy robe...) So, you actually LOSE money exploring, unless you abuse the return charm + free inn. Another example: bat using swarm strike twice does ~50 damage, or 50g of bread's worth of damage. It's worse if they use absorb. Attrition!

This, in turn, makes it take FOREVER to explore the forest. If you really want to push a branch of exploration, you need to bite the bullet and realize you're going to kill a lot of bread to make any progress. More grindy than fun. (If we could save anywhere, I'd be abusing reload + escape, but the current checkpoint system shut that down, probably for the better of the game.)

Which sucks, because I love the dialog and want to explore the game further. But I don't want it to feel like pulling teeth.

That said, I didn't mind the fight balance as a jack in ch1. The rhythm from double slash, healing, and expose weakness was alright. The mage "memorize a weakness and spam bread between fights" game plan is less fun.

Another note: Werecat fight design might need a tweak? Pounce gives a debuff, which earlier in the game trained players to guard. So they guard and get slashed. The slash still puts up bleed. Is there any point to guarding in response to pounce, if the bleed's going to go up either way?

Another "another note" note: It would be nice if healing salve returned bonus HP when used while bleeding. Feels too much like a lost turn when it gives only 15 back and removes the status.

Another bug? When return charming from the village, going to the inn, and resting...sometimes the music doesn't come back? Even if I try asking the pianist to try another tune, no music.
 
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Found a typo. In the Proving Grounds discussion with Bacardi, "grin" is accidentally in as "grind."

Also, I noticed that if you open browser dev tools and walk while the game is open, you get an exception involving shortcutLock thrown at every keypress, and that the game frequently complains about "audio/se/Move1.ogg" being missing. Maybe that's an RTP file that didn't get uploaded to the web?

fixed the typo. um....no clue on that second note....i'm not doing anything like that, just using the editor itself....move.ogg is in the drive folder and doesn't seem to be experiencing any problems that i can see...


Not sure the fix is working quite right? When you talk to Hide-n-Seek kid, you get locked out of your return charm.

once you start the hide n seek quest, you can't leave the forest until you find the girl 3 times. this was 1) because i just have the event moving and leaving the map would reset it and 2) thematically, angie wouldn't leave the forest until she knows the little girl is safe. once you find her the third time, it will re-enable the return charm. i can copy and past the event here .-. it should work without a fault.

Also, might be a related bug, but going north at the forest "entrance" when the above lockout bug is active lets one walk through the black, non-map area.

T_T i have no clue, all i do is turn a switch on to prevent the charm from being used. i changed the tile so maybe that'll fix it?

Another possible bug: the weird burning skull curse looking state seems to persist outside of battle. I think there might be some kind of bug involving bleeding, frenzy, and salve?

i guess i didn't expect anyone to beat Jinko in the 2 turns it takes for "rupture" to wear off. i added a condition that removes it outside of battle.

---

So, some thoughts on balance. There's a quest that recommends wizard. Leveling wizard to 3 felt grindy. It would be more fun if a side-quest brought the class up to speed. Whatever. Bit the bullet, got it to 3.

i suppose i could do that? but then, where do i draw the line? if someone finishes chapter 1 without using the rogue, for example, do i need to make a quest in chapter 2 to bring them up to level 5? i've reduced the experience needed to level and buffed the exp the monsters give as well, so it shouldn't be too grindy to level now. after reading this, i went back through and buffed those again.

Then got pounded in the forest. (Even using the monster weaknesses.)

The main problem is that monster drops give little $, but dealing with the monsters costs a lot of $. Salve costs 50g. You might use 2 in one fight against a werecat or werewolf, if unlucky. The drops from the monster are...30-35g. And then you need 2-3 bread to offset the damage you took during the fight. (This is with the heavy robe...) So, you actually LOSE money exploring, unless you abuse the return charm + free inn. Another example: bat using swarm strike twice does ~50 damage, or 50g of bread's worth of damage. It's worse if they use absorb. Attrition!

This, in turn, makes it take FOREVER to explore the forest. If you really want to push a branch of exploration, you need to bite the bullet and realize you're going to kill a lot of bread to make any progress. More grindy than fun. (If we could save anywhere, I'd be abusing reload + escape, but the current checkpoint system shut that down, probably for the better of the game.)

Which sucks, because I love the dialog and want to explore the game further. But I don't want it to feel like pulling teeth.

T_T part of that problem is i put almost all of my balancing effort into Jinko and the Kitsune. i neglected to go back through and balance the forest against the mage. as a result, i've made quite a few changes. for one, i dropped the cost on salve to 40. i've also pretty drastically increased the $ drop from monsters...should be double now. i also buffed the chance from 33% to 50% that you get a double drop, which should increase money flow even more.

i made adjustments to the mage's equipment (added +1 to the physical defense on both robes) and made clear enhancements to how weaknesses work on enemies. all beast monsters now take 150% damage from fire elemental attacks. this means: werebat, werecat, werewolf, jinko, kitsune, and grizzly. the werecat also takes 200% bonus damage from water elemental attacks, and the werebat takes 200% bonus damage from air elemental attacks. additionally, since icicle spears has a lot of utility to it, originally its formula was "a.mat * 1.5 - b.mdf" whereas bolt and fire were "a.mat * 2 - b.mdf". in response to this, I've buffed icicle spears to do the same damage as the other two. this means icicle spears will (without taking lounge into effect) 2 shot a werecat, and bolt snap will 2 shot a werebat.

a wizard should feel rewarded for exploiting weaknesses. if I could do a persona-esque "Once More!" effect, i would, so i'll look into that and maybe tone back the elemental weaknesses slightly as a result so that the wizard can feel stronger.

edit: additionally, the "Oily" state also increases Fire Elemental damage by 50%. As an example, a normal Fireball does 30 damage to a werecat. When she's oiled up, it does 41 damage and instantly sets her on fire for 4 damage per turn. this should make the Oil Flask more attractive. the Doused state inflicted by the "Water Flask" already buffs Bolt Snap massively (a.mat * 4 - b.mdf instead of a.mat *2 - b.mdf)

That said, I didn't mind the fight balance as a jack in ch1. The rhythm from double slash, healing, and expose weakness was alright. The mage "memorize a weakness and spam bread between fights" game plan is less fun.

hopefully the changes i outlined above will help that. the wizard is the most direct damaging class, so i agree it should feel rewarding to know that exploiting a weakness will quickly win the fight.

Another note: Werecat fight design might need a tweak? Pounce gives a debuff, which earlier in the game trained players to guard. So they guard and get slashed. The slash still puts up bleed. Is there any point to guarding in response to pounce, if the bleed's going to go up either way?

they're actually completely different effects BUT i agree that due to my limited resources, i'm using the same effect appearance for them. as a compromise, using Guard will remove the Pinned state. it won't stop bleed from going through (since that would completely break fights like Jinko) but the werecat/werebat/werewolf only use their "Frenzy" skills when you're bleeding. and the werecat only uses "Slash" if you're pinned. guarding and removing the pinned state will likely have her respond by lounging.

Another "another note" note: It would be nice if healing salve returned bonus HP when used while bleeding. Feels too much like a lost turn when it gives only 15 back and removes the status.

DONE! this was surprisingly easy and i don't know why i didn't think to do it before. now, healing salve will always restore 10% of your max hp (which is less than bread normally), however if you are under a Bleeding effect, it will also restore a percentage equal to the damage that bleed will do.

Bleeding Lvl 1 = 16% hp restored (10% + 6% from bleed)

Bleeding Lvl 2 = 22% hp restored (10% + 12% from bleed)

Bleeding Lvl 3 = 28% hp restored (10% + 18% from bleed)

hopefully this will allow it to be a more reliable, stronger healing item. i've also reduced the cost to 40. this combined with the buffs to enemy gold drop, should make it much more attractive. however, due to the way i had to change it's healing formula, it's no longer effected by the Healing Ring. However, the Healing Ring is meant to be used to buff your potions and food, so its a fair trade i feel.

Another bug? When return charming from the village, going to the inn, and resting...sometimes the music doesn't come back? Even if I try asking the pianist to try another tune, no music.

that.......completely baffles me. it might be a problem with the streaming from the google drive?
 
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Werecat (yes i know some will be disappointed but i really liked it so i left it as is), Kitsune Spirit, and Werebat.

I found the spirit shortly after posting xD I was just running from everything, trying to find the different game overs, since fighting was too brutal(holy bleeds WereBatman) as the Wizard in the forest. Managed to beat everything except the spirit as the Wizard. We're supposed to use the Rogue in the forest? I thought everything was Wizard related in the forest because of the main quest saying Wizard recommended. If we are supposed to switch maybe that's why it felt like hard mode haha! I love this chapter though, you're doing a great job! You non sir you :stickout
 
I found the spirit shortly after posting xD I was just running from everything, trying to find the different game overs, since fighting was too brutal(holy bleeds WereBatman) as the Wizard in the forest. Managed to beat everything except the spirit as the Wizard. We're supposed to use the Rogue in the forest? I thought everything was Wizard related in the forest because of the main quest saying Wizard recommended. If we are supposed to switch maybe that's why it felt like hard mode haha! I love this chapter though, you're doing a great job! You non sir you :stickout

try the new update. i went back through and completely rebalanced the forest around the Wizard. i know in my playtesting since updating it, i've been able to wander the forest, without running from fights, and survive with no red potions.

you can see my previous post for the list of changes but they should be SUPER substantial. that, combined with the decreased cost and increased effectiveness of salves, should make the forest less of a nightmare.

currently, nothing is balanced around the rogue <_< they will be the class that i balance the upcoming "hardcore" boss fight against, though, so they're worth leveling.
 
Big update to the level 5 skill: Mage Shell.

Now grants Angie a barrier that absorbs up to 45 damage. This shield takes 50% physical damage and 150% magical damage. While in the shield, you cannot have Bleed lvl 1 inflicted.

Minor Update: fixed some missing SE files. also uploaded some new plugins, if you use a regular Attack you can see the start of the animation update i'll be trying before this chapter is over with.

Edit: Buffed Mystic Weave. Now heals you for 125% of your missing mana. This value is calculated after the cost of Mystic Weave. meaning, if you have 12 mp, then cast mystic weave, it will heal you based on the mp you have left over. so in this case, 4. so 50-4 = 46 *1.25 = 57.5 rounds up to 58

Edit 2: Remade Mystic Weave entirely. Skill is now "Blood Weave". Sacrifice 10% of your maximum HP to recover that same amount as MP. This damage bypasses the Mage Shell barrier.
 
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Big update to the level 5 skill: Mage Shell.

Now grants Angie a barrier that absorbs up to 45 damage. This shield takes 50% physical damage and 150% magical damage. While in the shield, you cannot have Bleed lvl 1 inflicted.

Minor Update: fixed some missing SE files. also uploaded some new plugins, if you use a regular Attack you can see the start of the animation update i'll be trying before this chapter is over with.

My tortured Wizard thanks you greatly for this :lol
 
Looks great. Going to avoid responding to everything in one post, and just focus on "open" issues, in this one.

once you start the hide n seek quest, you can't leave the forest until you find the girl 3 times. this was 1) because i just have the event moving and leaving the map would reset it and 2) thematically, angie wouldn't leave the forest until she knows the little girl is safe. once you find her the third time, it will re-enable the return charm. i can copy and past the event here .-. it should work without a fault.

Suggestion, then? When you talk to the girl and she's giving you the quest, throw in a comment about how once the game is started, it would be very rude to leave, and that she's counting on you staying on the forest? (That way, she won't fall asleep waiting and get eaten by monsters.)

T_T i have no clue, all i do is turn a switch on to prevent the charm from being used. i changed the tile so maybe that'll fix it?

I can still walk through this tile.

C8FSi1A.png


Maybe place an invisible, impassable, non-interactable event / object there. Should fix it, without changing the aesthetic.

i guess i didn't expect anyone to beat Jinko in the 2 turns it takes for "rupture" to wear off. i added a condition that removes it outside of battle.
It might have also happened with bleed from werewolf auto attack, or werecat's slash.

Water item + bolt snap wreeeeeecked Jinko.

---

i suppose i could do that? but then, where do i draw the line? if someone finishes chapter 1 without using the rogue, for example, do i need to make a quest in chapter 2 to bring them up to level 5? i've reduced the experience needed to level and buffed the exp the monsters give as well, so it shouldn't be too grindy to level now. after reading this, i went back through and buffed those again.
You're right. A quest that would have to be updated all the time would be way too much work.

Hmm. Um... What about some kind of "catch-up" mechanic that just makes it easier to bring other classes up to speed with your highest leveled class? Couple ways that could work:
  • Accelerated exp gain just for classes that aren't your highest class. Probably easiest to code. What I like about this solution is that it lets you make class catch-up kind of quick, while still maintaining an exp curve you like.
  • Some kind of stat or other benefit, when using a class that isn't your highest class? Maybe fighter gives +X def to other jobs for every N levels in it, mage gives bonus MP, rogue gives speed, jack gives HP or something. This sounds like a balancing nightmare, though.
  • Some kind of soul prison safari thing where monsters give more exp or just have worse stats. But, this kind of fight/activity gives no exp if your current_class.lv >= max_class.lv. More work than the other solutions, but it could be an interesting opportunity for fleshing out the world or expanding on the punishment system, somehow. (Would make in-game sense, in that Angie is comparing differences between how she killed X as a fighter, vs how she'd deal with X as a wizard?)
 
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Okay, the rest of the stuff + bonus idea.

Salve buff: sweet.
Music bug: If it happens again, I'll try remembering how. I'm still trying to figure out the eventual game lag that happens after zoning back and forth between town and elsewhere, too.

a wizard should feel rewarded for exploiting weaknesses. if I could do a persona-esque "Once More!" effect, i would, so i'll look into that and maybe tone back the elemental weaknesses slightly as a result so that the wizard can feel stronger.
So, since you changed the drop rate and value, this might be moot. But I want to save this idea for later.

Wizard spends a lot on food due to trash mobs, right? How can we mitigate that without giving wizard an OP in-combat heal?

It would be interesting if wizard had a spell that produced food. "Why food? Why not absorb?" A straight drain spell might make her feel too tanky or too similar to other classes.

Couple ways to do it:
  • Traditional: summon food spell, like in WoW or numerous other games. Usable outside of combat. Straightforward, but kind of boring.
  • Mage's Gambit. Skill that gives you a buff. If you kill the monster, with a weakness, while the buff is active, you regain X% of your HP. I like this idea, because (a) it's dissimilar to other class heals, (b) it's not useful for bosses (except multi-phase bosses?), (c) it prevents attrition without making wizard too tanky (like a drain spell would), (d) emphasizes the mage's core mechanic, unlike a plain old execute or drain spell, (e) still has a little room for risk/reward. (If you ever decide that mage needs a combat heal, you can remove the killing-blow only requirement?)


    T_T part of that problem is i put almost all of my balancing effort into Jinko and the Kitsune.
    I had trouble identifying proper elements for Kitsune p2's barrier change. I wound up having to do trial-and-error... I was paying attention to the color, but that might have been a red herring? She beat me @ level 4 with all items from forest, but I'm not sure I re-tried her.

    Jinko was a cakewalk with Water Flasks, though. That bolt damage gets pretty crazy.

    that's fair, part of the reason scenes like the slime ended the way they did was to prevent things from getting too sexy in the prologue 😛

    Why can't things be sexy all game long? :E

    Worried about pacing, setting a high bar, running out of ideas?
 
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Well, I allowed my impatience win and decided to play the browser version... which meant I had to play through from the start, but anyway, here are my comments on some things.

-REALLY appreciate addition of enemy HP bars. Now I know when I can take a risk of attacking despite low HP and when not XD

-Loading of the browser version surprisingly got less annoying since I played it first, so that's nice too.

-Love the fact of what is Angela's most ticklish spot 😉 and thank god that Bacardi's isn't the same, but a zone much more neutral to me XD

-Of the new tickling scenes, so far only seen Werecat random encounter, which was really awesome, probably better than Hobgoblin thanks to being more descriptive about what's happening to Angela's feet! Definitely can't wait for more feet-focused ones like that!

-Although the Werecat fight itself felt much easier than fights in Prologue. I had to guard all the time to lose on purpose(I'm so mean to poor Angie XD). It's kinda strange that later fights get easier like that... but maybe it's just my feeling there XD

Didn't finish yet so can't comment about other fights or scenes, but once I do, I probably will post here again.
 
Okay, the rest of the stuff + bonus idea.

Salve buff: sweet.
Music bug: If it happens again, I'll try remembering how. I'm still trying to figure out the eventual game lag that happens after zoning back and forth between town and elsewhere, too.

So, since you changed the drop rate and value, this might be moot. But I want to save this idea for later.

Wizard spends a lot on food due to trash mobs, right? How can we mitigate that without giving wizard an OP in-combat heal?

It would be interesting if wizard had a spell that produced food. "Why food? Why not absorb?" A straight drain spell might make her feel too tanky or too similar to other classes.

Couple ways to do it:
  • Traditional: summon food spell, like in WoW or numerous other games. Usable outside of combat. Straightforward, but kind of boring.
  • Mage's Gambit. Skill that gives you a buff. If you kill the monster, with a weakness, while the buff is active, you regain X% of your HP. I like this idea, because (a) it's dissimilar to other class heals, (b) it's not useful for bosses (except multi-phase bosses?), (c) it prevents attrition without making wizard too tanky (like a drain spell would), (d) emphasizes the mage's core mechanic, unlike a plain old execute or drain spell, (e) still has a little room for risk/reward. (If you ever decide that mage needs a combat heal, you can remove the killing-blow only requirement?)


  • i could definitely do that? but i think the change to Mage Shell combined with the new Blood Weave skill should help with that significantly, so we'll see how it plays out.

    I had trouble identifying proper elements for Kitsune p2's barrier change. I wound up having to do trial-and-error... I was paying attention to the color, but that might have been a red herring? She beat me @ level 4 with all items from forest, but I'm not sure I re-tried her.

    Jinko was a cakewalk with Water Flasks, though. That bolt damage gets pretty crazy.

    it may be overthinking with the Kitsune barrier. it should just be use the element that matches the color of the flash. so Red = Fire, Blue = Water, Yellow = Air.

    and yeah um...i may have to do something about that...i don't want to ruin the bolt+water combo itself, but i'll have to keep a close eye on it in the future so it doesn't invalidate boss strategies. for now? jinko now resists Air damage massively.

    Why can't things be sexy all game long? :E

    Worried about pacing, setting a high bar, running out of ideas?

    pacing is a big reason .-. i don't want to...erm...blow my load all in the first hour or two. things get increasingly sexy the closer angie gets to confronting Kusuri herself (SPOILERS OOPS)
 
Looks great. Going to avoid responding to everything in one post, and just focus on "open" issues, in this one.



Suggestion, then? When you talk to the girl and she's giving you the quest, throw in a comment about how once the game is started, it would be very rude to leave, and that she's counting on you staying on the forest? (That way, she won't fall asleep waiting and get eaten by monsters.)



I can still walk through this tile.

C8FSi1A.png


Maybe place an invisible, impassable, non-interactable event / object there. Should fix it, without changing the aesthetic.

It might have also happened with bleed from werewolf auto attack, or werecat's slash.

Water item + bolt snap wreeeeeecked Jinko.

---

You're right. A quest that would have to be updated all the time would be way too much work.

Hmm. Um... What about some kind of "catch-up" mechanic that just makes it easier to bring other classes up to speed with your highest leveled class? Couple ways that could work:
  • Accelerated exp gain just for classes that aren't your highest class. Probably easiest to code. What I like about this solution is that it lets you make class catch-up kind of quick, while still maintaining an exp curve you like.
  • Some kind of stat or other benefit, when using a class that isn't your highest class? Maybe fighter gives +X def to other jobs for every N levels in it, mage gives bonus MP, rogue gives speed, jack gives HP or something. This sounds like a balancing nightmare, though.
  • Some kind of soul prison safari thing where monsters give more exp or just have worse stats. But, this kind of fight/activity gives no exp if your current_class.lv >= max_class.lv. More work than the other solutions, but it could be an interesting opportunity for fleshing out the world or expanding on the punishment system, somehow. (Would make in-game sense, in that Angie is comparing differences between how she killed X as a fighter, vs how she'd deal with X as a wizard?)

fixed the first thing. now your voice in your head will be like "okay dude but now you can't leave til you find her.

i managed to fix the tile issue. should be updated now.

while I was trying to fall asleep i think i came up with the perfect way to get other classes up to date.

hear me out: what if instead of just getting gold for turning in extra soul eggs, instead Guinness upgrades your Dress Card to have a "Credit". Every soul egg you turn in, adds the experience of that monster to the card. and once your card is upgraded, you store let's say...20% of the experience from every fight on your card.

then, at any time, angela can use the card and "cash out" the experience "credit" stored on it. since soul eggs are rare drops anyway, this should be a slow, but rewarding process that can help catch up other classes.

a big example for the current chapter: the warrior. the forest should now be properly balanced around the wizard. however, with changes i've made to Jinko, you will likely want to be a warrior for that fight (higher defense, ability to cleanse Rupture, higher hp, etc.)

so, you clear the forest, but still have "Brother in Arms" open, so what do you do? you cash in the credit on your Dress Card, giving the Warrior class a boost to catch up.
 
Okay played some more now!

Fights are just fine after all, especially when I considered that we have to level up other classes.

Already beaten Jinko, fight was pretty tough, and required some luck to win, but overall was okay I guess. I only found a little error that if you approach Miller Lite from the right side, his and Angela's positions will look like this before battle: https://gyazo.com/e2f9411e247c9d2e06e0e8c597c97d68 Which looks kinda funny XD

Also if you approach kitsune from the north, the game will get stuck because Angie can't back out against the rock which is placed there.

Right now I am stuck at the kitsune battle... she spams the quickening way too much, and with it I usually either miss or barely give her any damage, and she heals herself quite a lot even when I guard. Either I must try with something else than Warrior and Jack, she is a bit OP, or I skipped some miniboss(You wrote there were 3 in Chapter 1... so far I only fought Jinko.)



EDIT: I managed to beat the kitsune once... with 10 HP. Then despite Angie's "serious face mode" I was one-hit-KO'd by the kitsune Spirit...
Perhaps the kitsune battle should be a little easier(As in, her not spamming quickening so much)? Because I can't really see how can I beat them both in a row, without grinding to some absurd level hoping that new skills will unlock XD
The kitsune spirit tickling Angela scene was really cool though! Definitely appreciate the increased attention to our heroine's feet in this chapter 😀
 
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Okay played some more now!

Fights are just fine after all, especially when I considered that we have to level up other classes.

Already beaten Jinko, fight was pretty tough, and required some luck to win, but overall was okay I guess. I only found a little error that if you approach Miller Lite from the right side, his and Angela's positions will look like this before battle: https://gyazo.com/e2f9411e247c9d2e06e0e8c597c97d68 Which looks kinda funny XD

Also if you approach kitsune from the north, the game will get stuck because Angie can't back out against the rock which is placed there.

Right now I am stuck at the kitsune battle... she spams the quickening way too much, and with it I usually either miss or barely give her any damage, and she heals herself quite a lot even when I guard. Either I must try with something else than Warrior and Jack, she is a bit OP, or I skipped some miniboss(You wrote there were 3 in Chapter 1... so far I only fought Jinko.)



EDIT: I managed to beat the kitsune once... with 10 HP. Then despite Angie's "serious face mode" I was one-hit-KO'd by the kitsune Spirit...
Perhaps the kitsune battle should be a little easier(As in, her not spamming quickening so much)? Because I can't really see how can I beat them both in a row, without grinding to some absurd level hoping that new skills will unlock XD
The kitsune spirit tickling Angela scene was really cool though! Definitely appreciate the increased attention to our heroine's feet in this chapter 😀

the kitsune/kitsune spirit are 100% balanced around a wizard. quickening was used as a way to incentivize using the wizard. i can cut back on it slightly, but i want you to use the wizard to beat this fight. it's really not bad at all if you do ^-^

as it is now, she's programmed to cast Quickening if she herself isn't already in a Quickened state. there's a 25% chance she'll use Mystic Spark instead, but she'll almost always Quicken if she isn't yet.

the kitsune and jinko are much more powerful than anything angie has fought so far, and as a result are also much smarter. they'll do things logically. kitsune thinks "my physical defense isn't the greatest" so she quickens herself to compensate. jinko, rather than relying on trial and error, targets someone who isn't already bleeding with "Piercing Gaze" which guarantees her next attack will cause a bleed.

things like this will be more and more common amongst mini-boss/boss monsters.

and if these two seem tough, the fight i'm working on now is going to be a monster for anyone who decides to try it without being a Rogue.

i've uploaded the new dress card along with some other under the hood changes.

Dress Card: if you turn in a soul egg you've already found, the experience of that monster will be added to the Dress Card Credit. in addition, every fight you win, 25% of the experience you gain is added to the Dress Card Credit. at any point, angie can use the Dress Card to "cash out" the experience, giving it all to her currently selected class.

this should help past classes catch up, since even while you're using the recommended class to cruise through the forest, you'll be building up experience credit you can use in the future.
 
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the kitsune/kitsune spirit are 100% balanced around a wizard. quickening was used as a way to incentivize using the wizard. i can cut back on it slightly, but i want you to use the wizard to beat this fight. it's really not bad at all if you do ^-^


Oh, okay then! I will try that. Would be nice if there were some hints(Like before the Jinko sidequest about Warrior class) that Wizard is recommended(Unless I just didn't notice them... although this time around rocks weren't very talkative XD).
 
Oh, okay then! I will try that. Would be nice if there were some hints(Like before the Jinko sidequest about Warrior class) that Wizard is recommended(Unless I just didn't notice them... although this time around rocks weren't very talkative XD).

if you go to your Guild Log, the description for the quest will give you the "Class Rec" which for Search and Rescue will say "Class Rec: Wizard"

^-^ i'll be doing it this way MOST of the time, so get used to double checking before going off on an adventure.

Edit: another update! i've moved Blood Weave to level 6, sorry! but, it made more sense to include the previous level 6 spell as the new level 4: Stone Blast. your first earth elemental attack, may stagger foes, if they're staggered, will knock them down. Knocked Down foes take 150% bonus damage from Earth Elemental spells and can't fight back! revenge for all those nasty goblins in the first release .-.

accordingly, the Kitsune Spirit has had the Earth element added to her Spirit Shift. in all cases, whatever color flashes (red = fire, blue = water, yellow = air, green =earth) just use that corresponding spell to deal damage and force her to change again.
 
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if you go to your Guild Log, the description for the quest will give you the "Class Rec" which for Search and Rescue will say "Class Rec: Wizard"

^-^ i'll be doing it this way MOST of the time, so get used to double checking before going off on an adventure.

Edit: another update! i've moved Blood Weave to level 6, sorry! but, it made more sense to include the previous level 6 spell as the new level 4: Stone Blast. your first earth elemental attack, may stagger foes, if they're staggered, will knock them down. Knocked Down foes take 150% bonus damage from Earth Elemental spells and can't fight back! revenge for all those nasty goblins in the first release .-.

accordingly, the Kitsune Spirit has had the Earth element added to her Spirit Shift. in all cases, whatever color flashes (red = fire, blue = water, yellow = air, green =earth) just use that corresponding spell to deal damage and force her to change again.


Found another error, this time really annoying one, because it doesn't let me finish the kitsune spirit fight. https://gyazo.com/adab0d27905be1445bc8c3fd489fa4d7 This message appears whenever I use the Mage Shell, and the spirit attacks me.

EDIT: It always appears whenever I use the Shell in any battle... not only Spirit fight

EDIT2: Another annoying error. If you beat Kitsune Spirit, the spot where kitsune body was will still be impossible to walk through, and if you interact with it... cutscene again https://gyazo.com/4f42b2a4190a225eea8195aa8cd5dd30 and then game comes back to main menu.
 
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Found another error, this time really annoying one, because it doesn't let me finish the kitsune spirit fight. https://gyazo.com/adab0d27905be1445bc8c3fd489fa4d7 This message appears whenever I use the Mage Shell, and the spirit attacks me.

EDIT: It always appears whenever I use the Shell in any battle... not only Spirit fight

ugh this happens every now and then when i upload the files. it copies one of the SEs twice. let me fix it

fixed and fixed and fixed. the issue was Absorb1 wasn't being used prior, so the program that i use to strip out unused files didn't pick up Absorb1. then, when i went back and created the barrier effects, it used it <_<. so i've put it into the folder.

to be safe, i restripped the full program and reuploaded all the SEs, should fix any similar issues. soz .-.
 
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i'm going to start working on the Soul Egg punishments...i have some ideas but if anyone has any requests or preferences for the enemies in chapter 1, please let me know, it'll likely help me lol .-.
 
i'm going to start working on the Soul Egg punishments...i have some ideas but if anyone has any requests or preferences for the enemies in chapter 1, please let me know, it'll likely help me lol .-.

First of all I finally managed to beat both kitsune forms(TWICE, because of the error I mentioned before XD)! Interesting how that seemed to affect Angela, I am really curious about that "serious mode" of hers XD
And we finally got namedrop of Ren... I wonder what's the story with her and Angela(Since it seems like she was reminiscing about it).

And well I think you know my preferences when it comes to scenes XD
Although since most of the monster girls are beast-like and have no normal feet, I'd say just make kitsune have ticklish feet... and that would be it for the monsters XD
If you mean to come up with details instead of just spots, then maybe... footsie tickling(Angela using her toes to tickle restrained feet of kitsune), or maybe pouring something tasty on her feet and Angela licking it off(Since she likes food XD... although maybe Angela doing lick-tickling should be left for later in the game... then maybe some little animals doing the licking? Although I'm not sure if soul prisons allow cats and such inside XD)?

I am not a big fan of paw tickling, but I guess some people might like that too, so one scene of that wouldn't hurt either(With Jinko for example).
As for the rest... I have no real ideas, belly tickling for werewolf, and non-feet leg areas for werecat maybe?
With werecat it could be added torture of having her face close to Angela's feet but being unable to tickle them(Since she seemed to really like feet... although I'm not sure what kind of crazy position would allow something like that XD)
Just those random ideas XD
 
Yaaaaaaaaaas T_T

i've got my ideas together for the soul eggs. if i can work straight through tonight, i should have them all done!!! excitement!

Armpits and Ribs
Belly and Navel
Feet and toe pads
Breasts and Ribs
Feet and thighs

such tickling to come T^T

and then...she's coming....
 

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i've got my ideas together for the soul eggs. if i can work straight through tonight, i should have them all done!!! excitement!

Armpits and Ribs
Belly and Navel
Feet and toe pads
Breasts and Ribs
Feet and thighs

such tickling to come T^T

and then...she's coming....

I will try to guess...
Armpits and Ribs - Werebat
Belly and Navel - Werewolf
Feet and toe pads - Werecat (Or Jinko)
Breasts and Ribs - Jinko (Or Werecat)
Feet and thighs - Kitsune

Not sure about the Jinko and Werecat ones, especially since Angela when seeing Jinko's traces said that she is " someone with big feet"...
But then logical order would suggest Werecat to be there, also her sprite shows her paws too...
But I might be overanalyzing things here XD

And Titania is the HARDCORE quest boss I presume? Already liking her barefootness XD

Oh and I really like the idea of dress card collecting exp from useless souls, it should be very useful to eliminate pointless grinding with newly chosen classes.
 
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.-. yeah she is...she's going to have a...really involved Soul Egg. So my goal for now is to finish these 6, release downloads for everyone to enjoy what has been completed so far, and then save Titania for her own special update.

i have all the necessary info and punish images finished! now it's time to write the torture >:3

Live Edit:

- Werewolf Soul Prison is now live
- Werebat Soul Prison is now live
- Werecat Soul Prison is now live (VERY focused on teasing, just like the werecat game over)
- Added a note about the Dress Card to the Hunter's Tips sign.
- Jinko Soul Prison is now live. this is probably the best scene i've written in the entire game so far. here's hoping the Kitsune's scene is even half as good. also, if i hadn't made it clear yet, it is so very, very obvious that Angie is very, very gay with this scene.
 
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