Thanks all for your comments and feedback, going through some of the stuff in order of appearance.
1. I liked the mix of visuals and text, though later on I just didn't read the text much. XD
Yes, I guess that it's a lot and lot to read. I don't really know how many tickle fights would be an average for getting through the game (including getting a good stock of some of the cards to make sure you won't lose strategy if you lose a fight)... The absolute minimum would be 92 tickle fights I suppose. And some of them can last a bit longer than average... that's a lot of text to read. The cards in the 'middle' generally have a bit longer text sections than the first cards you get or the last cards you can get.
3. The AI wasn't totally stupid. Granted, you can learn to predict it, but it wasn't as atrocious as some I've seen.
It is only predictable up to a certain point, which is not knowing what the opponent has in their hand. They can not play a card which they do not have (although at the last moment I did see one of them try because of a typo and I corrected that before the release. They wanted to play card 41 but tried to play a different card instead). Anyway, that crashed the game as it was not possible to play the card they didn't have. Was fixed before you got the game in hands. And they have a certain strategy, but it is bound to 'rules' in a sort of two-dimensional way. So if you see a 'pattern' of 'they will try to do this if they can in some situation' then you can adjust your tactics to that of course. You as human are more intelligent than the opponent, at least I hope so.
😉 -> which does not mean you should win all the fights, there's also luck and other things that are to be taken into account.
4. Speaking of the AI, I didn't always feel like the Computer Was a Cheating Bastard. There were a few times (most notably when I just got enough Advance to use Tickle Armageddon, and then the computer would use a card to decrees my Advance (Usually either Cause Disadvantage or Sticky Business <_<))
No, the computer does not cheat. Honestly, if you build your deck with exact the same cards that (s)he uses you can do exactly what (s)he can... except (s)he gets to play first of course. And you can see the cards that the opponent has in hand, the entire deck. By the way, the opponent ALWAYS plays with 20 cards. So now you know that too.
5. Was pretty non-biased towards a particular body part tickling. Something that isn't often seen.
Yes, it is a big game and I tried to make it as non-biased, covering as many different areas and places as possible.
1. Ok...the computer (in the cave, in case you're feeling smarmy 😛 ) always goes first. Why? Just....why? 😢
In retrospect I think I would have liked to add the 'Jan-ken' game in the cave fights at the start to determine the one to begin. But generally the idea was that the cave is dark and the opponents are rather 'jumping you' than 'you jumping them'... while in the pub the trainer lets you start because you're 'learning the ropes'. I thought that gave a good balance between 'safe fights' and 'the real deal'. But as I said, if I have to make the decision anew, I'd probably start off with Jan-ken, also because draws may not be as common as I at first thought they might be.
2. It's a bit annoying that you can't tell which way you're facing sometimes because there's nothing indicating exactly which direction you're facing. I mean the compass doesn't show any distinction between S/N and W/E. I got lost a bit at some points.
Yes, the compass. I admit that the compass is not pointing EXACTLY North, (or any of the other main directions for that matter) but this is also giving it a bit more realistic feeling. I mean, why would the corridors of a CAVE be pointing EXACTLY to the magnetic North? That would have to be man-made. It is of course not logical that all the turns are 90 degrees in the first place, but it was not really feasible to make the cave more dynamic,... after all the surroundings really weren't the biggest focus of the game.
3. I remember before that you were listing the places tickled in the pics. It said that there were two instances of armpit tickling. However, one of them isn't really even visible. And I like my tickling visible! :cry Why didn't you just invert the arms?
I had the left (or right, depending on from which point of view you approach it) armpit tickled because otherwise the arm and probably part of the sleeve would have obscured too much of the character. The list of tickled places was done after the pictures were drawn, me basically going back and counting up all the places that were being tickled in the pictures. Sorry if that disappointed you. At least you see tickling this time (unlike in Tk Black Jack where there were no arms, feathers, etc. shown)
😉
4. So...what were you smoking when you came up with the level 7 enemy? Would've preferred a succubi or devil girl myself. I know, Land of the Dead, but eh...
Okay. I agree with you that Succubus would have been much nicer, maybe especially also since the game is semi-fluent now. The idea behind this was from a sort of progression point of view. When you start the game you are tickling beggars. Guys/Girls who don't really have a lot to offer, aren't the prettiest and nicest smelling so to say. Basically as a 'level 1' you have to first fight yourself through that to earn the rights to fight something nicer, ultimately actually a Princess (which although she might not be Miss World, is basically the highest ranked tickler in the game). Halfway the development I came up with the idea that it would be cool to release the game and make an expansion to it afterwards. It would transfer to the 'land of the dead' naturally and basically start with the same idea of progression. The Vampire WAS already in the original game (as a level 6 opponent) which you could occasionally encounter, so it was the next level (the first actual expansion part) that would start off with the zombie. But again, I totally agree that a Succubus would have been much more pleasant, especially with the fact in mind that the expansion was pushed in together with the original game. I just wish I had thought of that back then.
1. When you have a match for a really long time, at some point it gives an error messages and closes. Haven't confirmed if you lose a card here, but I think you do.
Never seen this. I have played many tickle fights and some were going on and on... but they never crashed on me. I'm estimating there may be a mistake in the reshuffling of your deck somehow but can't say much about it at this point. I expect a card is indeed lost if this happens.
2. Were a few instances of typos which referred to the male gender while fighting a female.
Must have missed those... sorry about that.
3. After beating the game, I wandered around a bit on the bottom floor to max out my level (since I was level 9 when I won). And I somehow encountered a level 10 enemy. Is this natural? Because upon winning I got another error messages/crash.
Yes, there are level 10 opponents, but they look the same as level 9 opponents. I have fought them too during testing and they didn't make me crash. Odd. Could it have something to do with that you were on the way of levelling to 11? Because I don't know if that is possible or what happens if you do that. Level 10 opponents are as uncommon as occasions where you run into an opponent of a floor below on other floors.
i made level 2 and want to go back to the pub but i keep getting more and more lost i wish there were a way to go full screen on this game
See below...
i have the same problem as sapphireman, the text all the way on the right side of the screen iscut off and i cant figure out how to fix it
See below...
If everything is stretched to the far right, this method will help correct it:
1. Open "eleptoclypse.ini" (use Notepad or Wordpad)
2. Scroll all the way down to Widescreen
3. Set it to "off" (it should look like "Widescreen=off")
Kleptomaniac says it all. Just switch wide screen to off and it should look ok again. I expect that there is an issue with some monitors/resolutions that the code calculates the screen size wrong, resulting into that part of the content is moved too far to the right. When switching the wide screen function off there's no such calculating/moving done and you should be able to see the entire mini map and everything.