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Text based tickling video games

femaleticklesub

Registered User
Joined
Nov 27, 2014
Messages
44
Points
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I recently played "depths of the tickle torture chamber" and to my huge surprise I absolutely loved the text based game style. The only criticism I had is that the game was too short and you were quite limited with regards to accessories (only feather, feather plume and q-tip I think). I do not know if the game engine has a maximum memory capacity which limits those sort of things.
If that is not the case, then I believe that there should absolutely be some sort of spiritual successor to "depths of the tickle torture chamber" only longer, with more choices how you want to tickle and perhaps a slightly darker storyline, since the concept of playing an interrogator who mainly uses tickling probably gives you the most options to have a lot of different tickle scenes within a coherent storyline.

So bottomline, if one knows how to code and also is a creative writer, there could be a small but nevertheless profitable niche market out for one as the only ressources would be the free time spent on coding. I would also probably be your first customer 😉.
 
I can't code, but there was a tickling text based game on here a few years back. It was really fun!

I'm wanting to say the name was "Element" , but not 100% sure on that.
 
I'm working on one of these (working title "Fetish Invader"), so it's encouraging to see that there might be people who want to play it.
 
I SO would love more of these types of games too 🙂 It's like a tickling story, but you get to be a part of it! The only problem I've had with some of the offerings is that they don't always offer much for 'lees. Depths of the Tickle Torture chamber was wonderful in that regard, but I think it's the only one I've seen where the player can consistently get tickled. The others are still very fun, but that's definitely a special aspect of that first game.

For folks who are interested in trying to make their own, I believe Depths of the Tickle Torture Chamber and A New Project were made using Inform 7. I picked it up awhile back to try making my own and it's pretty complicated, but definitely learnable!
 
https://mtjpub.com/iteminfo.php?item_id=8
There is one right here that is on sale that was made by the same fellow who made Tickle Chamber.
I can personally say it is indeed longer and better and well worth the price.
Lastly is this.
http://www.ticklingforum.com/showth...The-Supreme-Element&highlight=supreme+element
The Supreme Element
Also made by Kunzite.
Hope that helps.

I also bought "a new project" and while I still liked it I have to say that I prefered depths of the tickle chamber due to storyline and more intense tickling action.
I think the idea of playing an interrogator simply offers the most in terms of varied tickling scenes.
Also if possible, in future games there should be more options for you to fail the game. For instance taking the example of an interrogator game, there should be a maximum number of moves you have in order to break each victim.
In addition other bdsm themes which go rather hand in hand with tickling such as predicament bondage could also be included.
Such a game might even gather enough interest to fund it with a gofundme.
 
Over the last few days I also came up with a more precise idea for the game I would like.
It would be likely set in the Soviet Union in the 1980s. The title would be called "The Lubyanka chronicles".
The player could pick between two characters: a KGB interrogator and an American spy (both female). The storyline objective would depend upon the character choice. If one chose the spy, the goal would be to escape, whereas the KGB interrogator would probably not have an overarching goal, but rather successfully complete all interrogations.
In terms of gameplay mechanics there would probably be more commands for verbal interactions. The spy character would be given the opportunity to tell certain lies during interrogations, whereas the interrogator would have the option to verbally tease and taunt the captives.
Another major component would be the option to loose the game. For the spy there would be 3 options to loose the game: being forced to confess, getting killed or being caught more than twice.
This leads me to how I imagine gameplay for the spy: it would start with the spy being interrogated. The spy can then either tell lies or refuse to say anything. There would then be one lie, which would be successful and lead to the interrogator leaving to check on the information. If one chooses not to say anything, there would then be a low chance, that after the player has chosen this option for a certain number of times, the interrogator makes a break to think about a new tactic. In both those cases during the break the player would then have an option to escape. If there is no break after a certain amount of time the probability that the spy confesses (and automatically looses the game) increases with every minute without break. After a certain amount of time without a break there would also be an increasing likelihood that the spy character dies.
Now if the spy character player escapes from the first interrogation scene, the goal would then be to escape. If the player is caught then there would be a punishment and another interrogation, where the likelihood for loosing would be higher than during the initial interrogation and it would be more difficult to escape.

Now regarding the gameplay for the KGB interrogator character:
The players goal would be to successfully interrogate the captives. In addition to tickling some other interrogation techniques would also be available. There would be a maximum time limit for interrogations. The KGB player looses if he fails a certain amount of interrogations ( either because it takes too long or the captive dies ).
But now comes the interesting part: If the captive talks after every "confession" the KGB player would have to decide if she is telling the truth. Except for logic coherency of those confessions, the would also be a system similar to L.A. Noire but only in text. The player would get a description of the captives facial expression and overall body language. Taking all these factors into account, the player would then have to decide if the captive says the truth. If he falls for lies more than two times during an interrogation session, the game is automatically lost.
Now all of this would depend on being able to somehow get a turn- based gameplay system and dice role system into the game engine.
I never played " the supreme element" but from what I read a similar system was implemented there.
Is this correct ?
What do you think about my ideas and more importantly would anyone be interested in realizing such a game, perhaps also in collaboration ( i could help out with ideas from time to time) ?
 
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