Love this game so far, not played all yet but the scenes and the atmosphere are great! I hope you continue and do more games like this in the future :)
Hello! Thank you for playing the demo. I'm happy you like the game! Finishing Strawberry Vampire is the first big step, but after that we'd definitely like to continue making more :) Enjoy the rest of the demo! -Lumiel (Artist)
Awesome demo! The puzzle took me a few attempts, but I enjoyed my time deciphering it. I also absolutely adored the CGs, especially the petrified tickling one. It was nicely animated and the text was wonderfully detailed in describing what Marywell was feeling during the whole ordeal. My favorite part was when the soles of her feet got scrubbed mercilessly by brushes after getting thoroughly lubricated (great brush SFX, too btw). And the cherry on top of the whole thing for me was when Batty verbalized the audience's thoughts while watching, remarking how cute Marywell looked laughing, crying, and begging.
Hehe, if there was anything I was slightly disappointed by, it was that Marywell ended up crafting her own clothes so early on. Part of me was hoping she'd stay in the nude for a while longer so that all of her tickle spots could be fully exposed and exploited for at least a couple more major CGs. But that's just a me thing, lol.
Loving what I'm seeing so far. Consider me a Day 1 buyer when this is officially released! Keep up the great work!
Thank you very much for playing the demo. We're happy you enjoyed it and that you liked the scenes.
Even though Marywell has clothes now, she'll still go through many troublesome encounters that may leave her naked, so you can look forward to that! ^^
Thank you for leaving such a nice comment! We'll do our best to bring the full version to you as soon as possible.
I encountered a bug where I managed to trigger the light trap scene without advancing the story? I walked into the very edge of it on the right and I was so confused when I didn't find anywhere else to go
I'm so sorry for this. This is a huge oversight and probably a game breaking bug, so please, for proper enjoyment of the game, just walk through the middle of the corridor. 😅 I'll fix it and try to upload a new build at some point, just gotta check if the machine translation will be compatible before that.
Sorry for the inconvenience and I hope you can enjoy the game despite it.
Edit: The bug has been fixed along with a few others that have been reported and we uploaded a new version. Thank you very much for reporting it.
Excellent work on the game! Even just from the demo alone, you can tell a ton of effort was put into this, and your team should be very proud from what seems to be your first game!
Regarding feedback, there are points that I wanted to highlight:
Art & UX
The art & animations are outstanding, and easily ranks as one of best tickle games out there visually!
I especially love the menu art & animations, however I do agree with the others that menu animations take a bit too long to finish. Some have pointed out about the sfx issue as well.
As someone who's into tickling + petrification, I think Marywell being frozen wide-eyed, with her mouth open from laughing would be a lot more titillating than eyes closed with a smile. But this is just purely my opinion!
It would be nice if the ESC key could be added as an alternate way to open/close the menu, since some of us are used to that.
I notice that it takes 2 clicks to reach the inventory screen. Since the inventory is likely gonna be one of the most used screens, it might be good to consider having a shortcut key for it.
Story
I really like the story so far! I'm intrigued as to what Marywell's backstory is and why she seems to be travelling from place to place. I hope these are addressed in the full game!
You might wanna consider adding an option to skip the prologue, especially for those who want to replay the game to find collectibles.
Love the colourful & distinct personalities all the characters have, including the NPCs! I really like how the game doesn't take itself too seriously.
I think the dialogue text formatting is a little odd. Many times it doesn't fill out the textbox entirely before the next line.
In the starting scene outside the city, Marywell said that she was looking for a doctor. I think changing it to "veterinarian" makes it clearer she means for the horse.
During the scene with the Head Priest, the Captain said: "To my knowledge, she wasn't allowed to hurt anybody in the city". I think what the writer meant here was, "she didn't hurt anybody in the city"?
Hub/Mines Level
I think you can be a bit bolder with the level design! So far, the levels are essentially straight lines which makes traversal somewhat uninteresting.
Set dressing can be a little sparse at times, especially in corridors which makes it feel kinda empty.
At the southern end of the hub, the path splits into two. I think it'll be a good idea to add a path through the wall to connect the two sides to save the player trouble from having to walk around the bath each time, especially when going to see the Witch. (Above the brazier to above the 3 stacks of firewood, perhaps?)
I really like the bath scenes! Other games would just have the character wash themselves off with a simple description. It's details like these that make a game great!
Bug: At the cave's entrance, if the player did not call Batty to trigger the dialogue about the magic barrier, then after the demo, the player will be unable to trigger that dialogue with Batty despite the exclamation icon being present.
Bug: In the mines, at the crevice where you can call Batty to retrieve the marble within, Marywell can step into the crevice and then move around inside the walls.
Plant Level
I think this is the most interesting part of the demo! It has a unique puzzle where you have to be strategic in the wood you cut, and then adds a twist to the challenge in the second half!
However, I think the difficulty spike in the puzzle after walking through the leaves is a bit too high, since the previous one was relatively very easy.
Furthermore, it's very annoying having to slowly walk through the leaves every time you restart that puzzle. This is mitigated if saving was possible, but there's probably a technical reason why it's disabled (my guess is there's issues in saving the states of the wood?). In that case, maybe shifting the puzzle to the next room would be a better idea.
I was stumped for a while at the last part, just like a few others. This is due to in the previous room, the player was only guided to the front of the pillar. And since the player was only ever informed that you could interact with it from the front, they wouldn't know that they can interact with it from the sides as well. I would suggest adding emeralds to the sides of the pillar to visually signify that, or have a 2nd pillar in that room and guide the player to interact with it from the side.
In addition to the difficulty spike I mentioned, the puzzles in the 2nd half are relatively quite easy to the previous puzzle once the pillar thing is figured out, which makes the difficulty curve in this level not very smooth. Perhaps consider breaking the difficult one into two parts instead?
Marbles I think the most critical issue in the game is currently the marbles. Since the main quest's progress is directly dependent on them, it is super important for the player to know that they exist, however the only time the player is explicity informed about them is by the guy with the hatchet.
Players who go straight to objective markers might be confused by what he's talking about, and might run around the hub talking to people & interacting with random objects not knowing what to do next, which can lead to frustration.
I think the cave entrance is the perfect place to inform the player in a "natural" way. For example, you could add a locked door which the player must find the key to hidden somewhere in the area, before they can enter the hub. This way, they'll naturally come across the marbles during their search, while also setting the tone for the rest of your game, that it is heavily based around exploration. (In other words, try to avoid word-based tutorials as much as possible!)
Final Thoughts All in all, it's a top-notch tickling game, and I'm super stoked for it's full release! With a few tweaks, I'm sure you guys'll have a great game on your hands! :)
Hello! Thank you for playing the demo and leaving such a detailed and extensive review! It is much appreciated.
We're super happy to hear that you enjoyed the art and animations. The future scenes in the full version are even more animated and should be an overall step-up from the demo, so you can look forward to that! ^^
My apologies for the petrification scene! I was trying to convey the essence of this niche to the artist, but the wide-eyed, laughing version was declined for being too uncanny. 😿 I will push harder next time!
I will try to do something about the ESC key, as it obviously makes sense that it should open the menu. As of now, it is a technical limitation and I'll see what I can do about it!
Your praise of the story fills me with joy. Since we're making an eroge, I wasn't sure if anyone will be interested in the story at all, but so far the reactions were nothing but positive.
I will review the weirdness in the text formatting. I believe it doesn't happen as much in the later stages of the game and it was mostly caused by swapping the fonts halfway through the development.
The maps get more intricate and interesting basically right at the point where the demo ends. I hope you'll like them. I try to make them fancy. :)
The puzzle and the marble quest definitely need further improvement. Thank you for your suggestions and for reporting the bugs 🪲 !
Thank you once again for taking your time to go through pretty much everything our demo had to offer and giving us so much valuable feedback.
This game is so great, the painting style is really cute, and the story is so interesting.I can't wait to play the official version, by the way, when is the official version of the online? Will there be more foot tickling CG?looking forward to it!
Hello! I'm glad to hear you liked it! There is no official date yet, but we are aiming for a December release. In case of changes/delays we'll let everyone know! There are many more foot tickling CGs to come :3
I played through the Demo, and I loved it. This so far the best RPG Maker tickle game I have played. If you keep up this level of quality, I will definitely buy the full version.
I would like to give you some small suggestions for future developments:
- If possible, there should be a way to speed up scenes and dialogues we already went through. If someone wanted to watch a specific scene again, this would make it much easier to reach it.
- I didn't have a problem with the puzzles, but just in case, you might want to implement a 'cheat' option for those, who do have a problem. I don't think they were hard, but many people, who buy these kinds of games, want to rush to the scenes.
- I don't know how this game is going to end, but if it's open, it would be great if there are multiple endings. Perhaps one where Marywell ends up locked away in a dungeon, being tickle tortured forever (The Bad Ending). Another great feature would be a Sandbox mode at the end or after competing the game, allowing one to roam around and to either experience any kind of tickle torture or torturing other characters (Or this could another Ending like The Neutral or The Good Ending). But this last point is just a suggestion, and I wouldn't blame you if your plans for the game do not allow these ideas.
Hello, thank you for playing through the demo and giving us your valuable feedback!
There already is a sort of a built-in way of speeding through the scenes by holding the interact button, but I understand it might not be fast enough for comfort, when somebody seeks to get to a certain point in the scene! I will look into this and see if it could be implemented for the replayable scenes.
I would personally like to refrain from enabling an option to straight up skip the puzzle bits, but we'd surely like to look into making the puzzles more concise, understandable and implement optional hints for anyone who's struggling.
The ending ideas sound like a great suggestion. Very fun! We already have a clear idea about the ending and it might not be too far away from what you're suggesting, so I hope it will be to your liking! ^^
Once again thank you for your feedback and suggestions, they are immensely valuable to us.
Played through the demo, enjoyed it quite a bit. The plot seems light and easy to get into. For now, at least. Really liked the comedy bits and the lighthearted atmosphere in general. At times felt a bit too vanilla, like when the guy guarding the overgrown part of the cave said 'buck naked' instead of 'butt'. They are prisoners, so I was expecting something more crude. Just nitpicking though.
In terms of UI and visual clarity in general is probably one of the best RPG maker games I've ever played. Looks really polished, which I appreciate a lot.
The scenes, both minor and major, are good. The art style is great, and I liked the little previews before major scenes and the additional bath CG. Also really love how expressive Marrywell is, both in art and text! I was hoping we would get a scene with some other character, but guess I'll have to wait until release. I am in dire need of Venus and Elynn scenes (yes I may have a type :p)
However strange it may sound when discussing a tickling hentai game, I really enjoyed how not overly focused the game actually is on the tickling. It doesn't feel forced when the scenes happen, and I get the feeling that I'm playing an actual game and not just scrolling through interactive porn.
Didn't encounter any major bugs or anything. Minor text error when Batty flies off to find someone to free Marywell from the statue trap, she calls herself Christina. The overgrown plant puzzle felt a little bit unintuitive at first, but when you get how it actually works, then it's a breeze.
All in all, really like the game. It's noticeable that a lot of time and effort have been put into it. Good luck to your team, and can't wait until release!
Hello, Lumiel (Artist) here! It was a joy to read your review! We have tried hard to make a fun game both when it comes to the H-scenes, but also the story and gameplay. I'm glad you feel this way about the story, because that's exactly the vibe we were going for!
Both Elynn and Venus will get attention in the full release, so look forward to that :3
The bathing CG wasn't planned at first, but I couldn't resist the opportunity to draw it and have some more fun dialogues.
Thank you very much for playing through the game and the review!
so I have played a bit now, though I have not gotten completely through it
I like the visuals a lot, it is a high quality tickling hentai game. though it could use more and improved visuals, that is like saying that food costing 200 bucks is probably tastier than something for 10 bucks. all around, I like it.
the fetishes in the game are mostly some which I enjoy - tickling, orgasm torture (whether forced orgasms or orgasm denial/edging, though I cannot tell which one it was). peeing is not for me but luckily it seems to be limited and more of a side thing rather than a main fetish like it is in other tickling games. if it becomes big enough, you could potentially add a "fetish list" to the settings where you can turn off specific fetishes to change the cut scenes by cutting out the pieces that are not liked - if it is within the budget to do that
the translation is good. like, actually good - most hentai games get machine translations. not only do I always get the point across, it feels very well done, like something done by an actual writer, rare it feels like nowadays
the story is questionable, but that is very common in hentai games. you have a premise to get you into the action, and the specific story details do not matter. it does feel somewhat dark, which I like though. like any real religion, their religion too is based upon their hypocrisy, and the condemnation made me actually feel things. so who cares about details, the presentation is key and was done well
I sadly cannot say much about the gameplay, because I got stuck in the first puzzle room with the roots, since there was seemingly no way to cut a root to access the root that needs to be cut next without making it harden. this is especially exemplified because the rules are nto clear - since you get a 2 block thick 3 blocks wide bush you have to go through first, and it only makes the blocks at it's side hard, not those in front - but I assume there is a clear solution. a thought that propped up is that the block after it, aka. the second block in front of you does not harden, but I will have to see
all in all, I wish you luck, because there are too few hentai games and FAR too few tickling games out there. I would love to know more about your dev teams and what kind of things you have planned (whether gameplay or tags, eg. corruption, foot worship etc.)
Thanks for the extensive review and the ton of feedback. It was definitely an eye-opening read!
We like to delve into some of the other fetishes that are generally associated with tickling, but the main focus is clear here. The settings to turn off certain elements of the scene is something we might consider in the future! It is understandable that some things can be a real turn off for some people.
The game was originally written in English, so if that's the language you played the game in, it was written by an actual writer, if I may be so bold to call myself one. :D The Japanese version is done with machine translation.
Your thoughts about the root puzzle are on point. If you approach the 2 block thick 3 blocks wide bush from side, you should be able to get through easily!
Let me know if the puzzle is still too annoying to deal with after that. We might upload a solution to this page and later implement a hint / skip option in the full version.
played till the end now. the remaining 2 cutscenes were good as well! part of me hopes that she undergoes some sort of psychological change from the extended tickle torture, like maybe becoming a pervert who gets off of the tickle torture or no longer resisting it. from what I see she will remain unchanged in that regard, and honestly I assume it is for the best to keep the story going
the puzzle is easy once I figured out that specific part. all of them in fact - it just seems to be that specific piece of knowledge that I needed, that the block in front of you never hardens. it might be a good idea to have her call it out, or implement a hint system of some kind where either after a certain amount of retries or always nestled somewhere in the menu is an option to recieve a hint to help you progress
only annoying thing was with the last puzzle where it was not possible to see the hard block hidden behind the pillar, and the fact that I was at the start unsure if I could activate the emerald pillar by interacting from the side
I am glad to know that it is developed in english originally. I wish more games either were developed in english or had someone do a proper translation considering that you can say things that go so hard in the original language, as opposed to whatever machine translation does (usually turn me off from the game completely, especially if it is explaining something complex like game mecahnics or the story but utterly fails due to the nature of machines). and as a fellow writer, I enjoyed what I saw. it is one thing to write a girl being tickled by machines and growing to love it (a story I have written, though I usually share it with people individually if they want to see it rather than publically posting it since it feels personal) and another to actually see it drawn. I hope you guys are successful!
Thanks for the follow up comment! I'm happy that you played through it till the end.
I'll try to make the overall explanation about the puzzle more concise and understandable and maybe implement some sort of hint system like you suggested! ^^
Once again thanks for all your valuable feedback! It means a lot, especially since it's so detailed and specific.
gladly! the power of autism is strong with me lmao idk if this is a thing that people do, but if you ever wanna ask feedback about gameplay/design or stories or just want to have any of mine, feel free to ask. I like analysing things, and I like writing as well. in either case, good luck!
note of a bug: when in the main menu and you move the mouse over a button, it always makes the "select" sound repeatedly. as in, any slight change of the position of the mouse over such a button causes the sound to be played again, even if the mouse was already hovering over the button before
Yes, the agonizing sound when you move your mouse over the buttons on the title screen is indeed very annoying. It is something I wanted to fix before the demo release, but it completely slipped my mind. I'll definitely look into it. Thanks for pointing it out.
Hello! Thank you so much for playing the demo and giving us feedback, as well as reporting the bugs!
Actually, there isn't supposed to be an option to view the "mechanical arms cutscene" in the game map again. Only through the scene menu! The fact that you could've triggered it is a bug itself. Thank you for finding this. It evaded me for countless playtests. :D
I will consider adding more hints for the marble locations!
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Love this game so far, not played all yet but the scenes and the atmosphere are great! I hope you continue and do more games like this in the future :)
Hello! Thank you for playing the demo. I'm happy you like the game! Finishing Strawberry Vampire is the first big step, but after that we'd definitely like to continue making more :) Enjoy the rest of the demo! -Lumiel (Artist)
Awesome demo! The puzzle took me a few attempts, but I enjoyed my time deciphering it. I also absolutely adored the CGs, especially the petrified tickling one. It was nicely animated and the text was wonderfully detailed in describing what Marywell was feeling during the whole ordeal. My favorite part was when the soles of her feet got scrubbed mercilessly by brushes after getting thoroughly lubricated (great brush SFX, too btw). And the cherry on top of the whole thing for me was when Batty verbalized the audience's thoughts while watching, remarking how cute Marywell looked laughing, crying, and begging.
Hehe, if there was anything I was slightly disappointed by, it was that Marywell ended up crafting her own clothes so early on. Part of me was hoping she'd stay in the nude for a while longer so that all of her tickle spots could be fully exposed and exploited for at least a couple more major CGs. But that's just a me thing, lol.
Loving what I'm seeing so far. Consider me a Day 1 buyer when this is officially released! Keep up the great work!
Hello!
Thank you very much for playing the demo. We're happy you enjoyed it and that you liked the scenes.
Even though Marywell has clothes now, she'll still go through many troublesome encounters that may leave her naked, so you can look forward to that! ^^
Thank you for leaving such a nice comment! We'll do our best to bring the full version to you as soon as possible.
-Hiccup, writer and RPG Maker Dev.
I encountered a bug where I managed to trigger the light trap scene without advancing the story? I walked into the very edge of it on the right and I was so confused when I didn't find anywhere else to go
I'm so sorry for this. This is a huge oversight and probably a game breaking bug, so please, for proper enjoyment of the game, just walk through the middle of the corridor. 😅
I'll fix it and try to upload a new build at some point, just gotta check if the machine translation will be compatible before that.
Sorry for the inconvenience and I hope you can enjoy the game despite it.
Edit: The bug has been fixed along with a few others that have been reported and we uploaded a new version. Thank you very much for reporting it.
-Hiccup, writer and RPG Maker Dev.
Excellent work on the game! Even just from the demo alone, you can tell a ton of effort was put into this, and your team should be very proud from what seems to be your first game!
Regarding feedback, there are points that I wanted to highlight:
Art & UX
Story
Hub/Mines Level
Plant Level
Marbles
I think the most critical issue in the game is currently the marbles. Since the main quest's progress is directly dependent on them, it is super important for the player to know that they exist, however the only time the player is explicity informed about them is by the guy with the hatchet.
Players who go straight to objective markers might be confused by what he's talking about, and might run around the hub talking to people & interacting with random objects not knowing what to do next, which can lead to frustration.
I think the cave entrance is the perfect place to inform the player in a "natural" way. For example, you could add a locked door which the player must find the key to hidden somewhere in the area, before they can enter the hub. This way, they'll naturally come across the marbles during their search, while also setting the tone for the rest of your game, that it is heavily based around exploration. (In other words, try to avoid word-based tutorials as much as possible!)
Final Thoughts
All in all, it's a top-notch tickling game, and I'm super stoked for it's full release! With a few tweaks, I'm sure you guys'll have a great game on your hands! :)
Hello! Thank you for playing the demo and leaving such a detailed and extensive review! It is much appreciated.
We're super happy to hear that you enjoyed the art and animations. The future scenes in the full version are even more animated and should be an overall step-up from the demo, so you can look forward to that! ^^
My apologies for the petrification scene! I was trying to convey the essence of this niche to the artist, but the wide-eyed, laughing version was declined for being too uncanny. 😿 I will push harder next time!
I will try to do something about the ESC key, as it obviously makes sense that it should open the menu. As of now, it is a technical limitation and I'll see what I can do about it!
Your praise of the story fills me with joy. Since we're making an eroge, I wasn't sure if anyone will be interested in the story at all, but so far the reactions were nothing but positive.
I will review the weirdness in the text formatting. I believe it doesn't happen as much in the later stages of the game and it was mostly caused by swapping the fonts halfway through the development.
The maps get more intricate and interesting basically right at the point where the demo ends. I hope you'll like them. I try to make them fancy. :)
The puzzle and the marble quest definitely need further improvement. Thank you for your suggestions and for reporting the bugs 🪲 !
Thank you once again for taking your time to go through pretty much everything our demo had to offer and giving us so much valuable feedback.
-Hiccup, writer and RPG Maker Dev.
You really know how to make a great game & I'm really looking forward to the full release. Keep up the amazing work >:D
Thank you for playing and for leaving a nice comment!
We'll do our best to make the full release a great experience~ 😤
-Hiccup, writer and RPG Maker Dev.
This game is so great, the painting style is really cute, and the story is so interesting.I can't wait to play the official version, by the way, when is the official version of the online? Will there be more foot tickling CG?looking forward to it!
Hello! I'm glad to hear you liked it! There is no official date yet, but we are aiming for a December release. In case of changes/delays we'll let everyone know! There are many more foot tickling CGs to come :3
Thanks for the comment! -Lumiel (Artist)
That's great, keep it up! :>
Thanks for such a fun demo!
It's the most high-quality game that I've played so far.The story is interesting and the character is so cuuuute!
Looking forward to the full version. ( > w < )
(I'm not very good at English.So I'm sorry if this sentence caused any misunderstanding qwq)
Hello! Thank you so much for playing!
We're super happy you enjoyed yourself. Thanks for leaving such a heartwarming comment. ^^
We'll work hard and try to bring the full version to you in a timely manner! 😤
-Hiccup, writer and RPG Maker Dev.
I played through the Demo, and I loved it. This so far the best RPG Maker tickle game I have played. If you keep up this level of quality, I will definitely buy the full version.
I would like to give you some small suggestions for future developments:
- If possible, there should be a way to speed up scenes and dialogues we already went through. If someone wanted to watch a specific scene again, this would make it much easier to reach it.
- I didn't have a problem with the puzzles, but just in case, you might want to implement a 'cheat' option for those, who do have a problem. I don't think they were hard, but many people, who buy these kinds of games, want to rush to the scenes.
- I don't know how this game is going to end, but if it's open, it would be great if there are multiple endings. Perhaps one where Marywell ends up locked away in a dungeon, being tickle tortured forever (The Bad Ending). Another great feature would be a Sandbox mode at the end or after competing the game, allowing one to roam around and to either experience any kind of tickle torture or torturing other characters (Or this could another Ending like The Neutral or The Good Ending). But this last point is just a suggestion, and I wouldn't blame you if your plans for the game do not allow these ideas.
Hello, thank you for playing through the demo and giving us your valuable feedback!
There already is a sort of a built-in way of speeding through the scenes by holding the interact button, but I understand it might not be fast enough for comfort, when somebody seeks to get to a certain point in the scene! I will look into this and see if it could be implemented for the replayable scenes.
I would personally like to refrain from enabling an option to straight up skip the puzzle bits, but we'd surely like to look into making the puzzles more concise, understandable and implement optional hints for anyone who's struggling.
The ending ideas sound like a great suggestion. Very fun!
We already have a clear idea about the ending and it might not be too far away from what you're suggesting, so I hope it will be to your liking! ^^
Once again thank you for your feedback and suggestions, they are immensely valuable to us.
-Hiccup, writer and RPG Maker Dev.
Played through the demo, enjoyed it quite a bit. The plot seems light and easy to get into. For now, at least. Really liked the comedy bits and the lighthearted atmosphere in general. At times felt a bit too vanilla, like when the guy guarding the overgrown part of the cave said 'buck naked' instead of 'butt'. They are prisoners, so I was expecting something more crude. Just nitpicking though.
In terms of UI and visual clarity in general is probably one of the best RPG maker games I've ever played. Looks really polished, which I appreciate a lot.
The scenes, both minor and major, are good. The art style is great, and I liked the little previews before major scenes and the additional bath CG. Also really love how expressive Marrywell is, both in art and text! I was hoping we would get a scene with some other character, but guess I'll have to wait until release. I am in dire need of Venus and Elynn scenes (yes I may have a type :p)
However strange it may sound when discussing a tickling hentai game, I really enjoyed how not overly focused the game actually is on the tickling. It doesn't feel forced when the scenes happen, and I get the feeling that I'm playing an actual game and not just scrolling through interactive porn.
Didn't encounter any major bugs or anything. Minor text error when Batty flies off to find someone to free Marywell from the statue trap, she calls herself Christina. The overgrown plant puzzle felt a little bit unintuitive at first, but when you get how it actually works, then it's a breeze.
All in all, really like the game. It's noticeable that a lot of time and effort have been put into it. Good luck to your team, and can't wait until release!
Hello, Lumiel (Artist) here! It was a joy to read your review! We have tried hard to make a fun game both when it comes to the H-scenes, but also the story and gameplay. I'm glad you feel this way about the story, because that's exactly the vibe we were going for!
Both Elynn and Venus will get attention in the full release, so look forward to that :3
The bathing CG wasn't planned at first, but I couldn't resist the opportunity to draw it and have some more fun dialogues.
Thank you very much for playing through the game and the review!
so I have played a bit now, though I have not gotten completely through it
I like the visuals a lot, it is a high quality tickling hentai game. though it could use more and improved visuals, that is like saying that food costing 200 bucks is probably tastier than something for 10 bucks. all around, I like it.
the fetishes in the game are mostly some which I enjoy - tickling, orgasm torture (whether forced orgasms or orgasm denial/edging, though I cannot tell which one it was). peeing is not for me but luckily it seems to be limited and more of a side thing rather than a main fetish like it is in other tickling games. if it becomes big enough, you could potentially add a "fetish list" to the settings where you can turn off specific fetishes to change the cut scenes by cutting out the pieces that are not liked - if it is within the budget to do that
the translation is good. like, actually good - most hentai games get machine translations. not only do I always get the point across, it feels very well done, like something done by an actual writer, rare it feels like nowadays
the story is questionable, but that is very common in hentai games. you have a premise to get you into the action, and the specific story details do not matter. it does feel somewhat dark, which I like though. like any real religion, their religion too is based upon their hypocrisy, and the condemnation made me actually feel things. so who cares about details, the presentation is key and was done well
I sadly cannot say much about the gameplay, because I got stuck in the first puzzle room with the roots, since there was seemingly no way to cut a root to access the root that needs to be cut next without making it harden. this is especially exemplified because the rules are nto clear - since you get a 2 block thick 3 blocks wide bush you have to go through first, and it only makes the blocks at it's side hard, not those in front - but I assume there is a clear solution. a thought that propped up is that the block after it, aka. the second block in front of you does not harden, but I will have to see
all in all, I wish you luck, because there are too few hentai games and FAR too few tickling games out there. I would love to know more about your dev teams and what kind of things you have planned (whether gameplay or tags, eg. corruption, foot worship etc.)
Hello!
Thanks for the extensive review and the ton of feedback. It was definitely an eye-opening read!
We like to delve into some of the other fetishes that are generally associated with tickling, but the main focus is clear here. The settings to turn off certain elements of the scene is something we might consider in the future! It is understandable that some things can be a real turn off for some people.
The game was originally written in English, so if that's the language you played the game in, it was written by an actual writer, if I may be so bold to call myself one. :D The Japanese version is done with machine translation.
Your thoughts about the root puzzle are on point. If you approach the 2 block thick 3 blocks wide bush from side, you should be able to get through easily!
Let me know if the puzzle is still too annoying to deal with after that. We might upload a solution to this page and later implement a hint / skip option in the full version.
played till the end now. the remaining 2 cutscenes were good as well! part of me hopes that she undergoes some sort of psychological change from the extended tickle torture, like maybe becoming a pervert who gets off of the tickle torture or no longer resisting it. from what I see she will remain unchanged in that regard, and honestly I assume it is for the best to keep the story going
the puzzle is easy once I figured out that specific part. all of them in fact - it just seems to be that specific piece of knowledge that I needed, that the block in front of you never hardens. it might be a good idea to have her call it out, or implement a hint system of some kind where either after a certain amount of retries or always nestled somewhere in the menu is an option to recieve a hint to help you progress
only annoying thing was with the last puzzle where it was not possible to see the hard block hidden behind the pillar, and the fact that I was at the start unsure if I could activate the emerald pillar by interacting from the side
I am glad to know that it is developed in english originally. I wish more games either were developed in english or had someone do a proper translation considering that you can say things that go so hard in the original language, as opposed to whatever machine translation does (usually turn me off from the game completely, especially if it is explaining something complex like game mecahnics or the story but utterly fails due to the nature of machines). and as a fellow writer, I enjoyed what I saw. it is one thing to write a girl being tickled by machines and growing to love it (a story I have written, though I usually share it with people individually if they want to see it rather than publically posting it since it feels personal) and another to actually see it drawn. I hope you guys are successful!
Thanks for the follow up comment! I'm happy that you played through it till the end.
I'll try to make the overall explanation about the puzzle more concise and understandable and maybe implement some sort of hint system like you suggested! ^^
Once again thanks for all your valuable feedback! It means a lot, especially since it's so detailed and specific.
gladly! the power of autism is strong with me lmao
idk if this is a thing that people do, but if you ever wanna ask feedback about gameplay/design or stories or just want to have any of mine, feel free to ask. I like analysing things, and I like writing as well. in either case, good luck!
note of a bug: when in the main menu and you move the mouse over a button, it always makes the "select" sound repeatedly. as in, any slight change of the position of the mouse over such a button causes the sound to be played again, even if the mouse was already hovering over the button before
Yes, the agonizing sound when you move your mouse over the buttons on the title screen is indeed very annoying. It is something I wanted to fix before the demo release, but it completely slipped my mind. I'll definitely look into it. Thanks for pointing it out.
-Hiccup, writer and RPG Maker Dev.
Needs to be clearer where to obtain Marbles for the quest. Maybe add more "hints" for location.
Quest status gets bugged when I progressed and begin the cutscene for mechanical arms a second time.
Maybe also add a skip to cutscenes if you already watched once.
Hello! Thank you so much for playing the demo and giving us feedback, as well as reporting the bugs!
Actually, there isn't supposed to be an option to view the "mechanical arms cutscene" in the game map again. Only through the scene menu! The fact that you could've triggered it is a bug itself. Thank you for finding this. It evaded me for countless playtests. :D
I will consider adding more hints for the marble locations!
-Hiccup, writer and RPG Maker dev.
Thanks for the incredibly fun demo!
To replicate the bug, after the first scene, i remember looking for all 5 marbles and entered the mechanical arms room again.
You're welcome! We're super happy you enjoyed it!
And once again thank you for reporting the bug. It has been identified and dealt with 🐛!
-Hiccup, writer and RPG Maker dev.