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Get it on Steam here!

Don't like Steam? Get it on itch.io here!

Purchase the soundtrack here!


Jimmy dreams of the most fantastic things. He dreams of big yellow fields of sunflowers. He dreams of living woodwinds and talking mice. He dreams of his mom. He dreams of his dad. He dreams of all the video games he's played with his uncle. He dreams of his brother standing beside him like a ten-foot giant.

Sometimes he has nightmares, too.

Jimmy's about to go on the adventure of his lifetime--and no one's going to know about it but him.


Jimmy and the Pulsating Mass is a full-length jRPG with an emphasis on long-term stat progression and exploration. Since Jimmy is an empathetic boy, he gains strength by imagining what it's like to be different monsters he comes across. In practice, the monsters act as different classes that Jimmy can switch between both outside of battle to overcome environmental obstacles and inside of battle to change his stats and give him new abilities. The classes can also be leveled up, giving Jimmy additional stats and allowing him to equip class skills that he otherwise would only have while swapped to that class.

Battles are random, but there's an indicator that appears above the player's head when they're about to be attacked. If the indicator is green, the player is a high enough level to avoid enemy encounters in that area with a touch of a button. This allows high level players to avoid encounters that are beneath them.

While random encounters will be simple, bosses are going to stretch the engine in interesting ways. Items will also be limited, so critical thinking is going to be a big part of each victory. If you die, though, you'll just lose some money and get teleported to the nearest safe spot.

There are going to be a number of other small systems that don't warrant going into detail here, but just to get a few common annoyances out of the way: save anywhere and auto-dash will be enabled.


It's been over four years, and Jimmy and the Pulsating Mass is officially out. It's been a long, long process, but I've grown a lot as a developer. I probably don't contribute enough to the community here, but RMN has been central to my growth, and I'm incredibly thankful for it. I hope this game shows, to a small degree, what the RPG Maker community is capable of producing.

While the graphics are inspired by Earthbound, the game is very different. There's still going to be humor in Jimmy and the Pulsating Mass, but that's more me than anything. It will also be charming, character-centric, heartfelt, thought-provoking, and, at times, horrifying. Since players will be exploring Jimmy's imagination, you can expect to run into the things he fears the most, so expect the tone to ratchet between cute and terrifying at the drop of a hat.



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Latest Blog

Jimmy, We Are Go for Launch!

Well, Jimmy and the Pulsating Mass is officially released. It's been a little over four years of development, but we made it. Let's get the business stuff out of the way real quick, because I'm probably going to get a little sentimental.

You can buy Jimmy on Steam here.

If you don't like or can't use Steam, I've set up an itch.io page here.

You should also be able to purchase the soundtrack on Steam if that's something you're interested in. I'll get an alternative link for the soundtrack later today--probably on itch.io. Let me know if you'd prefer another website. I'll update this post and the main page with that link once it's available.

Anyway, now that Jimmy's out, I wanted to talk for a bit about this website and why it's important to me. When I made A Very Long Rope to the Top of the Sky, it was truly a game made just by me. I didn't look at any tutorials, I didn't browse any forums, I didn't even PLAY other RPG Maker games--I just worked in solitude. And, you know what? It was terrible. It was baby's first game, and it fell into all of the common trappings of RPG Maker games: the maps were too big; the encounters were too frequent, generic, and boring; the design elements were all based on instinct instead of working together to form a cohesive whole; the puzzles were often overly difficult and sometimes didn't take RPG Maker's limits into consideration (hello, hit detection). In the end, it was just a showcase for my writing and music, and, even then, I felt that I could do better.

So, after it released and did better than it ever should have done, I started putting in the work. I played a wide range of RPG Maker games that taught me what the engine was really capable of. I made a few more games and flirted with actually good design. I built my confidence up in my weak areas and further honed the skills that I was proud of. And, several years later, I produced a game that I'm really, really happy with.

What I'm saying here is that the RPG Maker community, and, RMN in particular, was a fundamental part of my growth as a developer. Even though Jimmy's development process was, like A Very Long Rope's, mostly me hammering away every day in my room, it feels like it's a community effort. I know that I don't participate enough in the community, but I've been here for years now, popping up occasionally, but always watching and absorbing, creating unspoken rivalries with other developers, honing my craft, and gaining those precious bits of encouragement that kept my cynicism from imploding myself.

Thank you RMN for giving a platform for weirdo loners like me. Thank you for teaching us how to order our internal chaos into something playable. Thank you for being you. Now, go make more games, you beautiful misanthropes!
  • Completed
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  • 03/13/2015 06:59 AM
  • 05/11/2019 04:47 PM
  • 08/07/2018
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Posts

Frogge
"nothing can beat the power of gay"?
10717
Fuck. So, I hate to ask for help on this but my save file is... not working. When I try to launch it, it just doesn't load. I'm at megatropolis right now and really don't want to lose progress. Any idea if there's a way to fix it?

Edit: Nevermind, I'll just start a new game. I don't even mind tbh. Definetly won't give up on the game.
unity
You're magical to me.
11129
author=Frogge
Fuck. So, I hate to ask for help on this but my save file is... not working. When I try to launch it, it just doesn't load. I'm at megatropolis right now and really don't want to lose progress. Any idea if there's a way to fix it?

Edit: Nevermind, I'll just start a new game. I don't even mind tbh. Definetly won't give up on the game.


Wait, how did that happen? And did you make any alternate saves? That really sucks ;_;
Frogge
"nothing can beat the power of gay"?
10717
author=unity
author=Frogge
Fuck. So, I hate to ask for help on this but my save file is... not working. When I try to launch it, it just doesn't load. I'm at megatropolis right now and really don't want to lose progress. Any idea if there's a way to fix it?

Edit: Nevermind, I'll just start a new game. I don't even mind tbh. Definetly won't give up on the game.
Wait, how did that happen? And did you make any alternate saves? That really sucks ;_;


The game was really lagging so I went into the game files and added in an anti lag script. It wasn't helping so I went back and deleted it and then the save just stopped working. I can start a new game or load other saves but that one doesn't work anymore.

Which is fine, I'm okay with starting again like I said. If anything I get to experience the game again.
unity
You're magical to me.
11129
;_;

I get that lag, too, if I play for too long, likely due to the Large Sprite script (which really scares me, because I need that script for a game I'm working on >.<;;;) I find you can minimize it by saving, quiting, and restarting the game every hour or two.
Man, that sucks Frogge. Was the anti-lag script you added hurting the game? If it was a wash, you could probably put it back in and your save file would work.

And, yes, I'm so sorry about the large sprite issue. That's like my number one thing I'm trying to deal with right now. There's a program called mkxp that can run RPG Maker games through a C interpreter (I think), and it seems like that might kind of fix the performance issues across the board, but I'm having trouble getting it to work. If anyone has any experience with that, I'd love to get a bit of direction. It basically seems like a magical cure-all, and I'm surprised I haven't seen it discussed on the forums before (or maybe I just missed it).
unity
You're magical to me.
11129
I wonder if the Large Sprite script isn't playing well with another script, or if this is just a problem inherent to the script itself? This is really troubling, because that's really an essential script for anyone making games with custom graphics a little bit bigger than normal.

author=Housekeeping
There's a program called mkxp that can run RPG Maker games through a C interpreter (I think), and it seems like that might kind of fix the performance issues across the board, but I'm having trouble getting it to work. If anyone has any experience with that, I'd love to get a bit of direction. It basically seems like a magical cure-all, and I'm surprised I haven't seen it discussed on the forums before (or maybe I just missed it).


I saw someone mention it on the Steam forum too! It really does sound magical and awesome and I too am surprised I've never heard of it before. I'm sorry to say that I have no experience with it, but I may also need to look into it if it's that potent.
Frogge
"nothing can beat the power of gay"?
10717
author=Housekeeping
Man, that sucks Frogge. Was the anti-lag script you added hurting the game? If it was a wash, you could probably put it back in and your save file would work.

It wasn't particularly hurting it (though it was making some sprites glitch out) from what I've seen. The save file worked fine with the script there, it just happened to get weird when I deleted- oh wait, lemme just try putting the script back in.

Edit: Good news. Saying that out loud made me realize my mistake and I managed to recover the save file. All is good! I guess I do have to deal with the slightly glitch sprites but I'll live.
This game's title is fucking win (and I just mean the actual title text, the title graphic is just icing on the cake).
Frogge
"nothing can beat the power of gay"?
10717
So, I'm nearing the end now. Only thing left to do is go through the last three optional dungeons, find all lighbulbs, beat the central stamen boss and then do whatever comes next.

I gotta say, it's been an amazing journey, I'm almost sad to see it almost end.

PS: Still haven't figured out where I can use the vampire effect except to scare that one training dummy at the sacred lantern. Also the last effect you get (kinda spoilery to mention what it is I guess?) at the central hub, I only managed to use it once in the pyramid and pretty much nowhere else.

PS 2: There's a bug in information guy village where if you talk to the one eating a banana at the far right, it turns into a bee.

PS 3: I can't figure out what the book in the world's library talking about eight turns means at all. Any hints regarding that? It's one of the only treasure chests I've yet to get.
There's still some post-game stuff you can do after beating the game if you're still hungry for more!

That effect that you're referring to just has the same effect as running into things as the bird. The vampire's used in a few more places than that--I'm thinking four off the top of my head, but it's late so I could be forgetting something. I've got that info guy problem fixed in my version; planning on uploading the fix for that (and a bunch of other stuff) soon. As for the book, you need to get into an encounter with a particular enemy in that area and last eight turns; it's exclusive to that section of the library.
Frogge
"nothing can beat the power of gay"?
10717
Alright, thanks a bunch! I'll make sure to do all the post game stuff too and hopefully 100% the game if I can.

Just one more question (as if I probably wasn't making you sick already), do you actually find out about the secret clubhouse combos by exploring or is it guesswork?

Edit: Oh, I didn't realize the soundtrack was available for purchase! I gotta look into buying that when I can too.
It's guesswork, but they're all thematically linked (like the example one given by Information Guy). Generally the high-tier set bonuses are better, anyway, once you start getting those furniture pieces that act to complete multiple sets.
Am I missing something with the Dark Dungeon? I've done three runs in it; the first two I went from floor 1 to floor 25-ish, the third I went from 1 to 37. I never found a single ladder in any of those runs, which means I never got a single point from any of them. Is it actually supposed to be that luck-based or what?
You're having pretty terrible luck. Normally you can expect a ladder in about ten floors. You can get ladders from both item spots and Rubik spaces. Rubik spaces have a much higher rate of giving you a ladder than item spots.
Wow. Literally every Rubik square I managed to land on was a Full Recover or 10% more points offer.
Bug (or just a typo): The Witch's Heart says it ups magic attack by 125% but according to the equipment screen, it only increases by 25%
Yeah, it's supposed to be 25%. Thanks for letting me know!
author=Housekeeping
Yeah, it's supposed to be 25%. Thanks for letting me know!


Plutonium and the Barbed Wire Wristband are the same way it turns out!
Yeah, I went through and checked the other stuff, too, once you pointed that out. I think I was looking at the bonuses in the editor, which read 125%, and I got my wires crossed.
Red_Nova
The all around prick
7471
Congratulations on getting featured!!