thrafec
Registered User
- Joined
- Apr 2, 2025
- Messages
- 11
- Points
- 3
Hey Folks! You might know me for my art, if you're familiar with me at all 😆.
In my day job, though, I'm a software developer, and from the start of my making art, I've had people telling me I should make a game in my style. I've got a couple projects on my plate already... But I'm doing some exploration to see what it might take to make a proper tickling simulator game.
Of course, the coding I've done so far is trivial, so it's basically just an idea at this point... But the elevator pitch is this: "A tickling game that's a cross between Tickle Kuri and Madlab Tickling using pixel art, with a focus on full-body reactions." I'm planning on starting it out as a simple application that just allows you to tickle one character, one spot at a time, and have a dynamic 'mood' system that drives their text reactions.
So what makes a good tickling sim, in your opinion? What should I focus on in my development efforts?
In my day job, though, I'm a software developer, and from the start of my making art, I've had people telling me I should make a game in my style. I've got a couple projects on my plate already... But I'm doing some exploration to see what it might take to make a proper tickling simulator game.
Of course, the coding I've done so far is trivial, so it's basically just an idea at this point... But the elevator pitch is this: "A tickling game that's a cross between Tickle Kuri and Madlab Tickling using pixel art, with a focus on full-body reactions." I'm planning on starting it out as a simple application that just allows you to tickle one character, one spot at a time, and have a dynamic 'mood' system that drives their text reactions.
So what makes a good tickling sim, in your opinion? What should I focus on in my development efforts?



