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"Fetish Invader" -- game in development

Huesenheimer, your assessment is very encouraging, because you seem to have the same things in mind for the game that I do. Thank you!

Things I want to do:
1. Focus the whole game around gaining experience points in order to progress to Level 10 and, in so doing, finding a sense of self-actualization beyond "I serve my alien homeworld by shooting porn of these earth ladies"
2. Offer the player the chance to, if they manage to be able to afford rent, set up a fetish-video home studio at the apartment complex in town
3. Fill the town with non-fetish uses for the PC's time during cameransmitter recharges: ways to improve their stats, gain experience points, etc.
4. Set up an HP system that requires the player to purchase food and sleep regularly in order to survive
 
Personally I believe that it suffices that there can only be a positive and a negative outcome, so yes, more variations of these two options would be my suggestion.

Ah, so can we expect some kind of character creation at some point then as well? Or will we always be getting a randomized character and then work towards shaping him/her the way we would like?
Anyway, I love that your stats will determine how the run plays out! That's a cool idea that I haven't seen too often in erotic games. Kind of like a Rogue-lite! XD

Again, I am really impressed with what you got so far and can't wait to see where this goes. ^-^
 
Your game sounds very interesting, sir, and after reading all the feedback you're getting I must admit I'm growing even more curious. Any chance I could get the demo to try out myself as well?
 
I've now sent the link to napalmsticks and fucuupsum, too.

To ogerscherge et al.:

I'll add alternative flavor texts for some of the outcomes that we've discussed, then. Thank you for pointing this out!

It's not my plan to ever allow character creation per se, although I'd like to allow the player to buff their character for a subsequent run when their character from a previous run dies. It's more about trial, exploration, and making the most of each randomized character and world. As you suggest, my idea for this game was to make a sort of Rogue-inspired fetish game, involving as much randomization as possible.
 
Awesome! Thanks a lot for considering my idea. Keep in mind though that I have no experience in writing, let alone making a game, so if you encounter any problems whilst integrating this new content, I'd much prefer if you'd just ignore what I said and continue as planned, for as I said, your game is coming along greatly and since too many cooks spoil the broth, as they say, you really should only do as I suggest if you fully agree with what I said.
I wouldn't want to be responsible for you twisting your vision for this game! XD

Yes, that's totally fine with me. I just LOVE random stuff in games, so the more the better! :D
 
Okay, I've been playing it a bit off and on over the last day and a half or so. Did you update it sometime between Thursday night and Saturday morning? There seems to be more content and options than when I first played it.
Anyway, so far I really like the general gameplay. A few suggestions I would add are these.
1. I saw where some of the other responders suggested expanding options when interacting with the models. In particular, I would suggest two expansions. First, conversation options. Right now, if you try to converse, then you either get a favorable or unfavorable result. It would be nice to have actual conversation options, statements and responses, that might help sway them into taking off their shoes for you. Maybe it could be based on the charisma stat? It's a thought, at least. I would also(and call this personal preference) like to see more description in the tickling scenes themselves, as well as options. For example, once you select tickle, it could pop up with a second menu detailing what part of the foot or how you want to tickle, with different models having different spots that send them into hysterics.
2. In regards to the tickling again, an idea I had was what if you could choose to keep tickling after the first successful bit instead of it being sent automatically by the cameratron(did I remember that right? probably not!), possibly netting more money. Potentially even have the model have some kind of invisible stamina stat, and the player has to try to decide from the flavor text of the tickling if she can take more or is at her limit and another tickle will make her get up and clock your ass on the head.
3. This one is probably forth-coming, but the inventory at the moment consists of a phone, a debit card, and the camera along with a lot of empty carrying capacity. Capacity that could be filled with tickling tools, or a power bank to charge your phone without having to go to the cafe to charge, or light bondage equipment that could be used to open up different tickling options, or food to restore health, etc.. Again, I figure this is something you're probably already thinking about/working on, but just figured I would mention it.
4. I am not sure if this is a bug or something that's just not implemented yet, but was I supposed to die when my hp hit 0? I noticed it was gradually decreasing every day, but once it hit 0 I just kept going on like nothing happened.
5. I saw where someone pointed out that a map function would be nice, and you replied that eventually there would likely be one on the phone. That's good(though me being a nerd, I just drew it on an errant sheet of graph paper as I explored, noting whether or not models could be found at the different locations). Something I was wondering about, but it seems sometimes a large amount of time passes when moving from one area to another. This is realistic, as I know from living in a city myself that walking from one place to another takes time, but sometimes it can get inconvenient, such as noticing what time it is, realizing that your phone has 10% charge, and trying to haul ass to the cafe to charge it before it closes. I was wondering if there was going to be a faster form of travel eventually that would mitigate some of the in-game time loss, or if it was possible to decrease the amount spent just moving from place to place.

Anyway, that's all I've got for now. If the link you sent stays active, then I'll be happy to keep playing as you add and tweak things and offer my thoughts. Overall, I really like what you're doing so far and hope that you keep going with it. Hopefully something in my rambling nonsense helps.
 
Hey men, thats sound really nice, i would love to get into the beta testing and give you some feedback if you like. :)
 
I've now sent the link to ASSachmed and Spanaikos, too.

napalmsticks' suggestions of conversation/persuasion options & more in-depth and extended tickling options are in line with what I'm planning to include /for models who are already in your contacts/. The idea is that the initial meet is pretty basic, just an introduction and gauging interest, and that there will be more to do and discover with models as you build specific relationships with them. However -- if you guys think that it'd make more sense to implement some of that stuff in the initial meetings, then I'm definitely willing to consider that! What do you think?

I like the idea of extended tickling shoots being timed by an invisible stat of the model's. I have an idea of how to implement this.

I'd like to feature all of the inventory items that napalmsticks suggests.

I haven't yet coded a way to die lol. I know it's obvious, but for some reason I just haven't prioritized it yet. Also, it seems unfair, since (I don't think) the version of the game that I've put online doesn't yet allow you to buy food anywhere...

napalmsticks' graph-paper improvisation is kind of the reason that I don't want the map app to be TOO powerful when I add it! I definitely need to add at least some kind of map app, though.

The "hauling ass to the cafe" that napalmsticks describes is also the kind of emergent experience that I want to encourage -- but, that said, I have a couple ideas for how to allow faster travel times in town:
1) Allowing the player character to purchase a bicycle to permanently improve travel times
2) Allowing the player character to take an inexpensive bus, whose routes could be randomly determined for each run
3) Allowing the player character to take a somewhat more expensive Uber-type service

I don't remember when I last updated the version of the game that's online, but I've already coded quite a bit of the next major build, and when I'm ready to upload it, I think y'all will enjoy it. With the holidays, it's hard to find time for coding right now, but I'm actively motivated and working on the game again in general.
 
Hey studious

I'd love to demo the game and give you feedback, I've played most of the games in the forum and played the VNs in demo by michaelscottcannon and screampunkarts, so I'm a bit of a veteran and hopefully I can give you some constructive feedback, also based on the other responses in this sub, I'm simply pumped to play it
 
Alrighty I think I've seen all there is to see for the game so here is my take.

TL:DR, I think at the moment the game is a quick distraction, with a lot of potential to be really good.

I'll list pros and cons, some will echo what others have said and some will hopefully provide unique insight.

Pros:
The model descriptions and interactions, are short but really good
elements of tickling and worship
character stats and potential progressions
unique mechanics with the videos
Massive fan of the unique area interactions e.g. the college and the dance studio where you can take a candid

Cons
Very easy to get lost, I'm a veteran of text based games so I know the drill, but areas seem randomly placed, one minute I'm by a river and the next I'm in a stadium
If you get bad charisma stat, you can be stuck walking around for ages looking for someone to model, it can be a bit frustrating
contacts isnt working, not so much a con as it is a mention
Video's and money seem completely random, tickling a beautiful woman sometimes pays the same as massaging someone with ugly feet, I'm not sure what the algorithim for that is.
Hp can drop to 0 and keep living, again, just a note

Again, overall quite nice, it definitely needs polish but even now its a fun time killer, cant wait to see what it turns into.
 
(I sent the link to Silent-Wabbit and have already received feedback from them!)

Whyamidoingthis' mention of the need for a map echoes what others have said -- clearly, this is a top priority for me to add to a future build. It is true, however, that many of the locations in town are, in fact, randomly placed -- that's one of the many random elements intended to make each run play differently.

Similarly to the location placements, the randomization of stats means that sometimes you could get a character who just isn't very successful. One option is to start a new run with a new character, but I also hope that people will experiment and better learn the game systems through failure. That's part of the whole "roleplaying and exploration" focus that I'd like to give the game. Eventually, I also want to include some kind of a feature that rewards failed characters by granting customization and advantages to subsequent runs after characters die.

Contacts is a feature that's working on my computer, but I haven't put that build online yet. Look for it in the next release!

The algorithm for video earnings relies on a number of stats that aren't obvious or visible -- they're things that you'll hopefully get a better gauge on as you get to know the models better over time.

I definitely need to add the ability to die to the game soon! lol
 
Could I also get a link if possible? Always happy to give some feedback. ^^
 
Happy to see so much support for your game! Mind if I get a link? I'd be more than happy to share some feedback.
 
Happy new year! Thanks so much for sending me the download link a few weeks ago, and I apologise for not checking my account more often. Here's my impressions!

I like the opening with descend to planet earth. Simple but effective. It just gets you into the game straightaway.

Cameransmitter? Camera plus transmitter? Nicely done. The red text of important terms is also a rather considerate touch. One small thing, but shouldn't Earth be capitalised?

The stats sheet with modifiers is nice, though I do wonder if the stats are randomised at each start. It would be a nice touch if that were so.

Alright, I get to make a few choices! Hmmm, weight? My inventory has weight? It means me wonder how much depth this game has if that's another thing to take into account. Hype is building, hahaha. Likewise for the alarm option. It makes me wonder what the actually gameplay is going to be like. Is there going to be X-Com esque base management? That'll be a first for a fetish game!

Ah, looking for models! I guess that's my next objective? I'll be honest in that it wasn't entire clear that was my goal. Maybe add a sentence a dialogue in the start for the alien bosses to say this is what you should do first?

Alright, first tickle encounter! I'm a bit surprised that the black girl in the church would be so willing, haha. The tickle scene itself was quite interested. I was surprised she wasn't ticklish, but that's a bit of realism you don't often see. A humble suggestion is some additional details might be nice to allow the player to visualise the scene. What did she wear? No need to be super detailed, but something like a white top and jeans would be enough. What about her feet? Slender? Petite? Nail polish? Anklet? A bit of that can go a long way.

At the next scene with the skater girl, I see more of this kind of detail, so I know you can do it :)

Awww, the skater girl thing didn't work out. I wonder if I'm doing something wrong. I'll have to experiment more! I'm at the bar scene, and it's the third time I noticed the same dialogue about 'sure, what's the harm'. It might be good to have a bit more variety, I think. It's a little hard to believe they'd say the exact same thing. And the bar girl is actually ticklish! I like how no one seems to like it much actually, hahaha. It's good to have some setbacks.

And ooh, one tickling per day? That's a bit of a surprise. Why? That seems to restrict the player a bit by forcing them to 'nap' each day. Hmmm. I'll reserve judgment for now, but I'm not sure about it.

I need to go back and sleep, right? But ugh, I'm lost. Lots of the places seem to have fascinating potential though. I wonder how the time is going to affect where you can find potential lees. That's a lot of depth into the game if so.

Calling! A shame the calling option isn't ready yet, but it's interesting. My phone is running really low on batteries now, though I'm a little unsure how to charge. Oh, well. And I have to restart anyway because I can't leave the page. RIP. But that's ok :)

Let's try again!

My stats are different! I wonder how the stats effect things. You might want to consider mentioning them in the dialogue so the player realises how the stats are relevant (e.g. you failed to convince this girl to model due to your low Charisma).

Hmmm, I wonder if the alien homeworld is interested in tickling videos or foot videos exclusively? I've only been trying to get tickle shoots so far, but I wonder if there is a 'market' for both.

I took the candid video of the college girl on the quad and despite the fact that it was said to be successful, it only earned me $12. But the one that wasn't any good got $36? Are tickling videos just better?

I'm also noticing some strange contradictions. Like there's this flirty girl in converses who says she's super ticklish but when you tickle her you get nothing. It's also a bit odd that many of the girls are so flirty when the alien is supposed to look like an woman.

Wait, am I able to post more than one video a day? Oh, it turns out that's just because it resets at midnight. I have to confess I'm not a big fan of this feature. I basically have to keep returning to the hideout and sleeping after one day. Also, I keep getting lost in town, which doesn't help :(

Alright, I think I'll stop there. I'm hopelessly lost yet again, sadly. Here's my general comments having played for about thirty minutes:

I think what you've created here has a lot of potential, and thanks very much for sharing with our little community. It's really untapped ground here, and I really appreciate your efforts. No one's done anything like this before. There are time when you describe things in a delicious amount of detail, like the lee biting her lip as she gets tickled or a girl with sparkling green polish. It's great! I also like the 'names' of the videos when they get uploaded. Your creativity is great. There's also a lot of odd realism despite the fact that it's a game about alien porn. Stuff like how not every girl is willing to model, not every girl has nice feet, and not every girl is ticklish. Top stuff. I'm really curious how things go.

But the one video per day thing is a major bummer for me right now. I'd be curious to here your rationale for why you included it. I'd love for the interactions and scenes to be a bit longer and feel a little less random. Also, why not give more possible reactions? Like a sporty girl clobbering you if you try to tickle her (and causing less hp). I think it would be really appreciated if you knew why you weren't able to convince the models as well. Finally, I think the game lacks a sense of 'urgency'. For example, how about you live in an apartment and you need to pay rent daily? Or maybe there's another agency in the area trying to find girls to model and you need to beat them? I just feel as if this game would benefit from more 'antagonism'.

Those are my two cents for now. Thanks again for sharing!
 
(I sent the link to Alexwon & ADefeetist)

oneortheother, your input is fantastic!

I also thought that "earth" should have been capitalized, but I looked it up online, and apparently not so in this context! If you find something that explains otherwise, please let me know, because "Earth" looks better to me, too.

I don't know much about X-Com, but elements of base management might be really fun in this game, huh? That's a suggestion that I'll have to look into...

I think that a sentence at the beginning of the run guiding players to look for models could be good. I'm also planning on including optional tutorial encounters when the player first ventures toward town, so perhaps the sentence of guidance should go there, instead? What do you think?

Your comment about over-repeated dialogue echoes one that was made earlier in this thread, I think. I definitely have to add multiple flavor texts for common situations.

My rationale for only allowing one video to pay per day is that I don't want players to be able to get rich quick by spamming mid-quality videos. I want to force players to be strategic and selective. I also want to encourage them to spend their in-game time doing more than just farming models -- but, of course, there isn't yet much to do besides farm models, I know, so the pacing is somewhat off currently. Also -- once I implement experience points throughout the game, then every completed video will yield XP, regardless of whether it pays or not. So there's that to consider! Lastly, I will note that I may allow the player to acquire more than one Cameransmitter at a time later in play. That would at least double their earning power, so I'd have to make sure that it wouldn't unbalance the game too much...

I'm resistant to including an explanation of stat mechanics throughout the game, because I'm worried that it might break immersion. That said, you're probably right that there should be an explanation of stat mechanics somewhere in the game. I'll have to figure out where to put it. Any ideas? This is what you mean by "it would be really appreciated if you knew why you weren't able to convince the models," correct?

The algorithm for video payment is pretty finely tuned to reflect my personal porn preferences -- and why not? It's the only system of preferences that I'm well familiar with! Since I'm a tickle fetishist (if you couldn't tell lol), tickling videos will naturally earn your character the most money. Also, shoots that have a greater chance of failing (like tickling shoots) will earn your character the most money when they succeed. If you think that this makes the game unbalanced -- well, it does, but only until I implement experience points. Quicker and easier shoots, like the candid posing shoot you completed, will be necessary to level your character up in time for the more life-threatening challenges that they will face.

Regarding the "strange contradictions" that you mentioned: a number of things could be happening. Some of the women will lie about their level of ticklishness. Some of the women straight-up don't know their level of ticklishness, so they'll just say what they think you want to hear. Sometimes, your chemistry will be off and the woman will lose her ticklishness in the moment. Sometimes, especially if your character's DEX is low, they'll just tickle poorly. As for why some of the women are flirting with your female character, well, assuming that the woman in question is straight, she is just flirting as a means of social interaction! She doesn't want to date you. She probably realizes that there's some kind of money-for-sexual-gratification thing going on with you, and she wants to play along. She might do the same thing if your character was male, even if she wasn't attracted to him, either.

You kept getting lost, so you'll be glad to hear that adding map functionality is near the top of my to-do list :)

For longer and less random-feeling interactions: let me know what you think of the new stuff added in the next release. Once you're able to contact models for repeated shoots, there ought to be more of those kinds of interactions. But we'll see what you think!

I'm happy to include more possible reactions from models! There actually already are ways for models to end up clobbering you. What other reactions would you like to see?

I agree about the current lack of a sense of urgency. My plans include physical antagonists, both earthling and alien, who will come after you over time and try to end your game. As for financial urgency -- food, outdoor survival, illness, etc. will be important, and those things are expensive. You should also get the option to move into an expensive apartment, too, and I'm thinking that about half the game's content will be kind of gated behind being able to afford the apartment. How does all of that sound?
 
(I sent the link to Alexwon & ADefeetist)

oneortheother, your input is fantastic!

I also thought that "earth" should have been capitalized, but I looked it up online, and apparently not so in this context! If you find something that explains otherwise, please let me know, because "Earth" looks better to me, too.

I don't know much about X-Com, but elements of base management might be really fun in this game, huh? That's a suggestion that I'll have to look into...

I think that a sentence at the beginning of the run guiding players to look for models could be good. I'm also planning on including optional tutorial encounters when the player first ventures toward town, so perhaps the sentence of guidance should go there, instead? What do you think?

Your comment about over-repeated dialogue echoes one that was made earlier in this thread, I think. I definitely have to add multiple flavor texts for common situations.

My rationale for only allowing one video to pay per day is that I don't want players to be able to get rich quick by spamming mid-quality videos. I want to force players to be strategic and selective. I also want to encourage them to spend their in-game time doing more than just farming models -- but, of course, there isn't yet much to do besides farm models, I know, so the pacing is somewhat off currently. Also -- once I implement experience points throughout the game, then every completed video will yield XP, regardless of whether it pays or not. So there's that to consider! Lastly, I will note that I may allow the player to acquire more than one Cameransmitter at a time later in play. That would at least double their earning power, so I'd have to make sure that it wouldn't unbalance the game too much...

I'm resistant to including an explanation of stat mechanics throughout the game, because I'm worried that it might break immersion. That said, you're probably right that there should be an explanation of stat mechanics somewhere in the game. I'll have to figure out where to put it. Any ideas? This is what you mean by "it would be really appreciated if you knew why you weren't able to convince the models," correct?

The algorithm for video payment is pretty finely tuned to reflect my personal porn preferences -- and why not? It's the only system of preferences that I'm well familiar with! Since I'm a tickle fetishist (if you couldn't tell lol), tickling videos will naturally earn your character the most money. Also, shoots that have a greater chance of failing (like tickling shoots) will earn your character the most money when they succeed. If you think that this makes the game unbalanced -- well, it does, but only until I implement experience points. Quicker and easier shoots, like the candid posing shoot you completed, will be necessary to level your character up in time for the more life-threatening challenges that they will face.

Regarding the "strange contradictions" that you mentioned: a number of things could be happening. Some of the women will lie about their level of ticklishness. Some of the women straight-up don't know their level of ticklishness, so they'll just say what they think you want to hear. Sometimes, your chemistry will be off and the woman will lose her ticklishness in the moment. Sometimes, especially if your character's DEX is low, they'll just tickle poorly. As for why some of the women are flirting with your female character, well, assuming that the woman in question is straight, she is just flirting as a means of social interaction! She doesn't want to date you. She probably realizes that there's some kind of money-for-sexual-gratification thing going on with you, and she wants to play along. She might do the same thing if your character was male, even if she wasn't attracted to him, either.

You kept getting lost, so you'll be glad to hear that adding map functionality is near the top of my to-do list :)

For longer and less random-feeling interactions: let me know what you think of the new stuff added in the next release. Once you're able to contact models for repeated shoots, there ought to be more of those kinds of interactions. But we'll see what you think!

I'm happy to include more possible reactions from models! There actually already are ways for models to end up clobbering you. What other reactions would you like to see?

I agree about the current lack of a sense of urgency. My plans include physical antagonists, both earthling and alien, who will come after you over time and try to end your game. As for financial urgency -- food, outdoor survival, illness, etc. will be important, and those things are expensive. You should also get the option to move into an expensive apartment, too, and I'm thinking that about half the game's content will be kind of gated behind being able to afford the apartment. How does all of that sound?

Woah, those are a lot of cool ideas you've planned! I just hope you aren't giving yourself too much work to do. One of the mistakes it seems to me that many tickling game designers have made is they focus too much on the game and too little on the tickling, which, alas, is really why we are here. I remember hearing stories about how ToG's designer burned himself out by developing skill trees, classes, and a deep combat that most players found more frustratingly difficult than enjoyable. What I'm saying is that survival elements sound cool, just bear in mind that tickles are the highest priority, haha.

Regarding stat mechanics, I don't think you need to go too deep in immersion, but something like: (failure: looks like you weren't charming enough), (success: you wowed her with your smooth-talking), (failure: you weren't strong enough). I think that'll be enough. You don't have to say you need +2 Dex.

For the women lying about ticklishness/lack of chemistry, it's realism but perhaps you could indicate that to the player: 'it seems she wasn't honest about her ticklishness...' That would be enough to let the player know it's not a bug :)

Regarding other reactions, maybe calling the police and you need to flee the area? A jealous boyfriend attacking you? Her protective brother? Something like that could work and tie in to the physical antagonists thing. Ideally, you'd tie this into the fetish elements. Maybe a milfish rival producer whom you can eventually tickle? Btw, an element of the game that you haven't explored is non-consensual tickling shoots. The aliens wouldn't really care, would they? But I suppose that might not be exactly what you want to do.

I think that's everything. Looking forward to what comes next!

Btw, you might want to just put a download link in this thread. More feedback and you don't need to send it every time!
 
One of the mistakes it seems to me that many tickling game designers have made is they focus too much on the game and too little on the tickling, which, alas, is really why we are here.

Good point! I don't think I've made that mistake yet, but I should bear it in mind.

Regarding stat mechanics and other "tutorial" elements/letting players know that complicated situations aren't bugs -- seems like this is something I need to think/work on!

I'll also try to work in your suggestions for a jealous boyfriend & protective brother... the police idea has always been part of the plan :) I also like your idea of a MILF-ish rival producer!

Non-con is something that I've discussed elsewhere with at least one other playtester. I want to include more of it in the game.

As to why I haven't put a link in this thread -- I'm very controlling with this project and want to have knowledge of exactly who is testing it and when :p so it'll keep going through me for now...
 
First off, I pretty much agree with everything oneortheother said and I am happy that you appear to like his ideas as well. ^-^
As a very bad human being, I especially like to hear that there are plans for including some non-con stuff and probably connected to it, a police to watch out for! XD

Secondly, will you let us know here on the forum if there is a major update to the game, or should we check for ourselves every so often?
 
ogerscherge:

Roger that re:non-con and police!

I can't always promise notifications for game updates, but I will definitely mention it in this thread when the very next update goes up: it's kind of a significant one, and I want feedback on it.
 
I've been working like a mad person on this game for the last several days, and finally the latest update is live!

You can now contact models for repeat shoots (note that if a model asks to meet you in a part of town that I haven't yet coded, then you're out of luck until the following day -- but I promise that she won't hold your standing her up against you!) -- I've also added some more non-con and some bondage, but it's hidden pretty well, so good luck finding it...

Please let me know your thoughts and suggestions!
 
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