Posted July 18, 2022 by EugeneLoza
Previous time we’ve started from routine stuff, so now let’s start from fun straight!
If the character is exhausted and went to sleep, now she can’t just wake up. And the heroine can get pretty exhausted from a good tickling session or fighting with twinkle. Also, if twinkle discovered the character sleeping, she’ll most certainly will have a deep and healthy sleep for quite some time. Of course, in case any serious danger occurs, she’ll wake up, though she might be in a very unfavorable conditions, if not in bondage mittens ready for some nice tickling fun.
Many aspects of Tickling slime and Twinkle were rebalanced a bit, fixed and improved based on hours of playtesting (it’s sometimes good to feel bad on weekends).
One more interesting improvement goes to monster vision. No, they don’t have proper sensory organs yet, it’ll come much later. But now they can discern between clothed and naked heroine and some monsters can see one or the other better. Obviously Thief Slime and Twinkle have an eye for nice clothes to steal or to zap with electricity. On the other side of the coin - Tickling Slime and Binder Slime (the one which was Yellow before renaming ;)) will have a good eye for a nude heroine parts which will make sure trying to stealth-kill those while wearing a birthday suit is far from trivial (yet still possible).
And the boring part goes to…
Up to this time the game is a dump of features, and it’ll stay like that for some time, until most of the planned game mechanics will be implemented.
However, it doesn’t prevent from reconsidering some balancing issues to ensure a more enjoyable and consistent testing experience :)
First of all, the map sizes now don’t scale that quickly. I personally found it that the most enjoyable experience comes from 5-10 minutes per level sessions, running polls at Reddit and Twitter only confirmed that it should be the way to go. So, after depth 7 the map size will grow much slower.
This allows to fix multiple issues:
Of course, I’m fan of gigantism, so we’ll have a few literally huge maps, but that’ll be a bit later and those will be specific missions, where the problems above are significantly less critical.
This also allowed making the enemy progression slower, each new dungeon level introduces a single new type of enemy.
Also multiple other small fixes to game balancing were made.
Changelog: