/tkr/ - Tickling Refuge

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Featherbound Development Thread Thrafec Id: 9e18c7 No. 89754
Hey Folks! Rather than clog up the games thread, I figured I should make a new thread for updates on the game I'm making. Featherbound is my newest project, a game where you tickle Eliza after she was captured by an evil sorceress, to be played with for her own entertainment. Long and short; I wanted to make a project that I could pour animations into, and I think a game is the best way for me to do that. I want to develop out a reactive tickling system that doesn't rely on the same animation loop being played when you change the circumstances of how you're tickling a character. That means this is going to be a very art-heavy project, but I'm heading into this with that in mind. The other major system will be a reactive dialogue system, where how you tickle Eliza will determine what moods she gets coaxed into; and by extension what dialogue she responds with. I'll be launching this game early in development. Very early. I want the community to drive the direction of the game. If the community wants me to add specific spot, or tool, or feature, I will prioritize that. As for the specifics of how the game will play out? There are few things I know for certain right now. I want you to be able to select a tool, then an intensity, and then have a bespoke animation play based on your choices. Past that, I'm still deciding the specifics as I develop the game, and ideally, will have your input to help figure out the nitty gritty. The thread image is the very bare-bones basics of the animation system in action. I intend to have a more refined prototype ready to go by this time next week, but we'll see how development goes in the interim. Hit me with any thoughts you have!
>>90325 Doesn't sound defensive at all. I mean, take what people here say with a grain of salt. We're just fucking coomers and shit after all. Also, have the proper expectations for yourself. You're a coder right? if someone was 4 months into coding, you'd expect them to have a lot of areas for improving. That goes double for something like art.
Fleshing out the Mood System this cycle. When I cut the poll it was a tie, but votes afterward made adding tickling the spots the clear winner... I'll try to squeeze a spot or two in before the end of the cycle. But so far, I've added arousal to the mood system, as well as an interrogation system that will allow you to influence her mood by asking questions from different categories. I've got some plans to gamify the loop through the mood system. I.E, working towards breaking her, or making her a willing tickle toy. Generally speaking, this'll manifest by finding out what she likes and dislikes, and targeting specific moods to overflow, giving her status effects that will progress what information you can get out of her. It's all theory right now past the arousal system, but I'm spending the day updating existing dialogue, and crafting some more options to make her reactions more believable. Fingers crossed, anons, we'll have something solid for the next alpha build!
(7.68 MB 1920x1080)2025-09-07 16-55-12.mp4
Just popping in to give you guys a little teaser of what's coming up in the next build! Got a few more spots, a reworked mood system, and an entire clothing system coming up!
>>90693 Those pit tickles look fucking crazy, holy.
Hell yeah, looking forward to this.
>>90693 Based on what I see on this preview, the art itself could use some dark pixel borders around each toe (like what you have around the whole foot), as otherwise the toes look like a uniform mass of flesh.
(120.57 KB 1120x960)Submission16Tickling.gif
>>90736 That doesn't look as good as you'd think. At this resolution, there isn't enough pixels to define each of the toes. It was something I tried, but couldn't get to work. Speaking personally, I think the dynamics of the shot imply the individual toes, but I can see where you're coming from. Higher resolution art works better for that kind of outline.
With your growing creative skills, will you ever think of a pixel art platformer/action game based on tickling like Kunoichi Momi-chan's Agonizing Tickle Action? https://www.dlsite.com/maniax/work/=/product_id/RJ268382.html
>>90755 Since this is something you're asking for, can you actually explain the appeal of games like this? In my opinion, they're generally shitty platformers that aren't fun to play while locking the actual lewd scenes behind said boring gameplay. I can understand making a game that's more of a story-focused simulation- or management-style game, but what's the point of adding grindy RPG battles, pointlessly simple platformer sections, or even worse, bullet hardcore unfair bullet hell sequences to a tickling game? I think some of Noircastle's newest works might be the only tickle games with genuinely interesting and somewhat innovative gameplay, and I still just found a full save instead of playing them. The last tickle game I remember genuinely playing (and enjoying) was the vampire curse slave capture/management one.
>>90755 One of the core aspects of my design philosophy is that for a tickling game to be really worth playing, the gameplay itself needs to be tickling. I'll admit, the idea of a conventional gaming experience set in my world really appeals to me, but kinda like >>90762 said, I really want to avoid making the kind of experience where people feel like skipping to the end of it. >>90762 I plan on having Featherbound separated into two modes, a sandbox mode and a scenario mode. Scenario mode will be how you unlock tools, but you'll progress through it by interrogating characters and ultimately getting them to the point where they'll rat out their fellow party members, unlocking new characters. That's kinda the balance I'm striking to put some story into the game. But man, I'd really like to come up with a concept that would allow me to have a proper story being told in my game, with more situations than just 'dungeon interrogation'. I'll keep thinking on it, but with how long I intend to work on Featherbound, I have loads of time.
>>90762 Simple: I am a fan of the Gameover Rape and Run or Rape (RoR) game, but also a fan of tickle torture. So I like the Idea of a Run or Tickle type of game.
>>90768 >But man, I'd really like to come up with a concept that would allow me to have a proper story being told in my game, with more situations than just 'dungeon interrogation'. There's nothing wrong with wanting to tell a story, even if the medium is more or less porn. Just to give an example, there was a batman porn movie where they got the original Adam West show's costume designer on staff, and the DVD supposedly had a track that you could watch to make it seem like a normal Batman episode. People get attached to characters, which makes the lewd scenes feel more impactful. That's why most fetish art is fanart rather than original characters. The main thing to consider here is that you're locking yourself into the framework of making a tickling game, which is not inherently bad, since art often thrives under constraints, but it's still something you have to take into account. Just to bring up the games I used as examples earlier: Noircastle's games use the explanation that monsters collect energy from making people laugh, so they tickle them. The vampire slave trader game used the implicit excuse that tickling doesn't 'damage the goods' while training them. You can either come up with some kind of excuse like that for why tickling is the go-to method of interrogation, but that gives you additional worldbuilding implications to think through. Alternatively, you could just not address how silly that is and just take it as a given, with no character in-universe ever questioning it. Unless you're really passionate about story, the latter is probably the way to go. Sorry if I'm stating the obvious or babbling nonsense here. Best I can do to help is be a sounding-board for ideas. Anyway, doing story is fine but my advice would be to focus on characters and their personality more than overarching plot, if you do go down that direction. >>90784 I already knew you were a fan because you asked for it. My questions were: Why are you a fan of it? What's so good about it?
>>90768 >>90787 By the way, you don't even really have to think too hard about a good excuse if you're going for a medieval/fantasy feel with female knights and princesses and such. I'm pretty confident that between the 11th and 15th centuries in Europe, it was customary to hold nobles for ransom or prisoner swaps instead of executing and/or torturing them, so there's your excuse right there. Maybe the player is just an enterprising person who decides to get some information out of the prisoners in a way that "totally does not qualify as torture" or something like that. Even if you just want to make this a generic medieval fantasy thing, there's plenty of room for feudal politics shenanigans, if that's something that actually interests you and you want to go that direction, like a girl who became a knight to escape a political marriage, only to end up a prisoner of war and getting tickled. Or maybe she's being coerced into signing some kind of contract or surrender deal, who knows? There's countless stories you could tell in a setting like this, if you're keen on it.
>>90787 >>90789 I totally agree, the personalities of the characters are the lifeblood of building a fun context for tickling scenarios. But *mechanically*, I struggle to think of a mechanical context that I can build a game around that isn't just Featherbound. RPG combat isn't tickling, even though an RPG would be a perfect way for me to have a bunch of different scenarios for tickling that my characters could get into. I want some kind of mechanical context where I could, say, gamify a scene where two of my characters have an intimate moment of playful tickling lakeside. A scene where they interrogate an orc for information. A scene where my knight character gets attacked by a slime, and it gets under her armor! All these scenes that I can depict with my art, but no mechanics to tie them together. Maybe after Featherbound is complete, I'll have earned a following that wouldn't mind seeing my spin on a tickling RPG. I really don't want to just make a visual novel with tickling minigames, but that kinda sounds like what I'm looking for, doesn't it?
>>90793 >I really don't want to just make a visual novel with tickling minigames, but that kinda sounds like what I'm looking for, doesn't it? Kind of, but like you said, you've still got time to think about it. Talking about things you plan on doing when you're nowhere near doing them if the bane of productivity, or at least that's my personal experience. Probably best to focus on Featherbound and set aside those toughts for later, or maybe keep a document with notes about ideas that pop into your head and you want to expand on in a later game.
>>90787 The idea of ​​failure with serious consequences for the protagonist excites me. There's not much else to say: I have a kink for both sexual and tickling CNC.
Featherbound Alpha 2 Launch Day!!! https://www.deviantart.com/thrafec/art/Featherbound-Alpha-2-Launch-1240762761 - Change Log - * Clothing system added for all animations * Thigh zone implemented * Dialogue System V3 rollout * 84 Dialogue options added * Arousal mood V1 rollout * Arousal progression balance pass 1 * Narrator voice added * Sorceress voice added * Interrogation proof of concept added * Many, many bug fixes * Tickling toggles on after holding for 5 seconds
>>90921 Hope you'll do Violet soon. You're animation of her was probably your best work yet. Watching her slowly break was getting my loins fired up.
>>90922 Little bit of behind the screens lore here, I actually chose Eliza as the first character of the game *specifically* so I could get a bunch of practice animating in this resolution in order to do Violet justice. I'm very, very much looking forward to adding her as a character in the coming months. Also, thanks man! It's gonna be fun exploring her character with all the systems in the game currently.
(76.42 KB 837x1080)Screenshot (572).png
>>90925 I would also love it if you add more tickle parts on the Feet specifically for Violet and a resistance system where the longer you tickle her the more she'll break like the part from the story where the Witches were exploring different parts of her sole trying to find her most ticklish spot was so effing hot.
>>90926 Like say... Arches? :^) Will is an intended mechanic as well. It's already in the backend, I just haven't started implementing it yet. Arches, toes, and soles will be zones in the game, guaranteed.
>>90927 Nice! Excited for that one. You can also add a zoom in camera for the face where you can add more details for the facial expression.
>>90921 Nice work! I enjoyed teasing her lightly til she was nearly begging for it. I'd hoped that I could push her over the edge either with the softer touch or the savage approach but I wasn't able to find a way to do so. Do I need to keep trying different patterns, or is that about as far as the system goes in the current build? Again, great work, really.
>>90991 Aha! So happy to hear you dove so deep into the mood system. As of right now, you can only push Eliza to 80% lust in the first of multiple planned tiers. So, there will be more, but right now the build only has gentle feet -> gentle thighs in order to max her at 80% tier 1. I was afraid I was putting a bunch of work into a system no one would engage with, so this is is just great to hear.
>>90993 Did you burn out on this rapid development? Hope all's well.
>>93621 Not quite! I had a few real life events that chained together, knocking me out of my super-productive flow I had going for a while there, and it's taken me some time to spin back up. I've gotten back on the horse in the last week-ish, but I *am* taking a little diversion to animate a couple short clips to celebrate my 1k watcher milestone! Appreciate you reaching out, though. Glad to see folks are still hyped up! Here's a sneak peek of what I'm working on, the introduction of a character that has been coming for a while, and also Violet in her Featherbound resolution :^)
>>93801 Glad things are okay, AND that you are still cooking! The work looks good and I'm looking forward to your continuing art. Thanks for the update!
Dropping in to let folks know I'm resuming work on Featherbound!
>>97572 the animation on that feather is amazing! i love the quivering of the feet as it swooshes around them.
Have to agree. Goated Animations.
>>97575 >>97576 Thanks anons! This is the biggest loop in the game yet. The paired loop is gonna be a doozy lmao. 40 Frames. Pray for me.
Need some feedback here, gamers. Also, little insight for the 8chan homies: This new update is going to include three "Intense" animation pairs, five "Moderate Feather" animation pairs, and an orb tool that allows you to learn where she's most ticklish, and where she enjoys being tickled. That said... I've finished 4/6 animations for Intense, nearly finished the midsection animation, but I need some feedback on how this major motion looks. The chest, hands, and feet haven't been touched. But, as far as what's here, does this sell the tickling?
>>97750 It sells the tickling pretty well!
>>97750 I think it's looking good! I also wonder how it would look/feel if the writhing loop were occasionally interrupted by her holding in position on one side or the other (as though straining into her bonds to escape to one side away from the tickling).
>>97750 And also I should say, I'm stoked that you are resuming work on this. Thanks for sharing!
>>97754 Awesome, thanks! >>97773 Straining effects is something I want to include for sure, everything so far is a bit too fluid imo. I'll keep that in my production notes! >>97774 Awesome, glad to hear it! I'm super excited to get this game more feature-rich, so here's to the future! :D


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