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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
  • Commercial
  • Housekeeping
  • RPG Maker VX Ace
  • RPG
  • 03/13/2015 06:59 AM
  • 06/05/2021 09:13 PM
  • 08/07/2018
  • 418515
  • 137
  • 2682


Apparently the previous version had a game-breaking bug whenever you tried to explore Mr. Beaver's house. I've updated the client to fix that; this will also fix the smaller bugs that have been reported.
Is being able to hit a Dodgy Rad Ghost with the statuses of Toxic Sludge and Sticky Phlegm supposed to happen?

Or was that one of the bugs that was fixed? ... Is it still happening?
Ooh, good catch. I'll get on that one!
Hello again, Housekeeping! Months ago we talked about Jimmy briefly, in the AVLRttTotS thread - really happy to see it becoming reality. It just seemed so bizarre (In a good way, mind you!) and likable from the material available up until now, I simply couldn't pass it up.

I've just finished the demo moments ago and I have to say, it did not disappoint. There may not be all that much content just yet, but it showcases the mechanics nicely and gives a good taste of what is to come. I assume the enemy designs only start off lighthearted and cute - from the demo's final scene (and other clues), it seems things are going to get much darker, fast. Keep up the good work, I will definitely be on the lookout for updates.

P.S. Is there currently any way to open the door in the
dark cave / mine in Giant Garden? It made me feel like I need a source of fire to burn the webs, but that may be just conventional RPG habits talking.
@Furipu: Glad you dug it! Yep, the monster designs do get darker. It's more like they're dark at times and not at other times rather than the game going from light to dark linearly. For example, there are a couple of gnarly enemies in the demo:

If you switch to the goon, you can move Punch's motorcycle pile and go into the hole with either the blob or the sunflower.

You can't go into the door in the mines in the demo, but there might be a transformation that will help you do that in the full release.
I'll give that spot a shot. As for the door, I figured that might be the case, and that's good - it shows that you don't design linearly and that there will be worth in revisiting older areas, even outside the scope of the demo.

EDIT: There doesn't seem to be much there other than some extra enemies and
eye symbols. It feels like it might get expanded later, but it also reminds me of one of the blog post gifs... curiouser and curiouser, haha.
EDIT: There doesn't seem to be much there other than some extra enemies and
eye symbols. It feels like it might get expanded later, but it also reminds me of one of the blog post gifs... curiouser and curiouser, haha.

Wait... So you can leave the tunnels before fighting the boss?
@Malandy: Not that I know of - the area in question currently seems like a dead end, plus it's after the boss, not before.
@Furipu: How far exactly did you make it?

There are three toy boxes at the end of the dungeon. When you see the eye symbols, there's a sound cue and you'll go back and see that the path to the exit is sealed off. You'll hear another sound cue and can go back and explore the dungeon. When Malandy said "the boss" he was referring to the boss of that dungeon, not Punch, which I think you might be confusing (but I could just be assuming things)
I guess that's what I get for listening to a bad guy and returning to Giant Garden early, then. That entire part seems skippable, but on the plus side - more for me to explore!

EDIT: I can't believe I missed all that! I think I simply closed the game when I concluded it was a dead end, since I only had it on to check that spot at the time. That way, I didn't even check the exit... awkward. As for what's in there... Let's just say I might be getting a few more levels and consumables before tackling it for real.
I'm stuck (metaphorically, not literally) in Giant's Garden. I can't figure out where I'm supposed to go next.

I've already pulled the lever in the mines under the garden, but I can't do anything else there. I've look at the broken bridge, but couldn't do anything with it. I've re-explored every area and tried both forms' abilities (slime and goon).

What do I do next? I can't figure it out.

Do you have the flower form yet? You can get that by going to the beehive (in the northern section of the garden) and then exiting left. Once you have that, I hope it'll be pretty clear what to do.
The TM is for Totally Magical.
Oh, I didn't realize you had a download. Let me grab that.

You got the Spider Web, right?


... Actually, is there a better weapon than the Spider Web? Purely on Attack? Maybe the Rad Shoes??

Will found equips always be better than bought ones?
In the demo, the Spider Web is number one. Found equipment is often better than the equipment you can buy at that time, but some found equipment will have special properties that give them niche roles. Rad Shoes are a good example of that; they don't have high offensive power, but the massive AGI increase can turn a character into a top-notch startler or guaranteed first healer.

A lot of the equipment that you get from optional content is designed around the idea of being potentially useful throughout the game rather than just being directly stronger.
Haha, I totally didn't even notice the
! That's kind of embarrassing…
Haha, I totally didn't even notice the
! That's kind of embarrassing…
I don't know if this was brought to your attention or if it was fixed since I downloaded the demo, but Buck died on me after a counter attack and still did a double attack. I ain't complaining, but I'm guessing that wasn't something that was supposed to happen.
That's something I've noticed that's on my to-do list, but thanks for bringing it to my attention! Also, I've been keeping up with your let's play, and you unintentionally brought another glitch to my attention. If you die on the sunflower fight and save afterwards, there's a weird glitch where you end up missing Punch Tanaka's introduction (and a fight with Dee Dee, Johnny Knives, and Big Enormous (if you don't take him out earlier)). So, I was heartbroken when you were talking about how much you liked Dee Dee and then you missed her fight! I do have this fixed in my current version, so that'll go up eventually.

Edit: Annnnnnd fixed it. That was a pretty simple fix. Thanks for reminding me about that!
Thanks for watching! I actually just realized today that I missed posting an episode... I thought it was weird I posted the ninth episode twice and it was because I uploaded the wrong one first. I fought Big Enormous in that episode after he was napping. I thought maybe Punch Tanaka was the guy who I fought at the inn since I couldn't remember him, but I guess it was because I missed that. I'm glad I could help out though!

Also, while I was trying to level up, which I sadly didn't record, there was a part where I got attacked in the corner of one of the caves twice in a row without moving and then the game seemed to close out. I wasn't looking at my screen when this happened so I could've done something, but I'm not sure so I thought I would bring it to your attention.