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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
  • 05/11/2019 04:47 PM
  • 08/07/2018
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Besr Richard Slayer
Congrats on the feature! Very well deserved! I'll continue tackling away at this thing in my spare time.
Hello again Housekeeping! It's been a while since I last posted and I've been so busy, I haven't really kept track of Jimmy for a while. I look away for a year or two and you go and finish the whole thing and get it featured? Way to go! ^^
So I've just purchased Jimmy and I'm looking forward to giving it a go later. If it's anything like the demo I tried back in the day then I'm sure it'll prove worth every penny! I remember when you said it'd blow AVLRttTotS out of the water, so it's pretty exciting to see it finished.
Thanks for your hard work all these years.
Hey, thanks for stopping by! I hope you enjoy it!
I watched a friend stream part of this on twitch and the quality looks fantastic. Having already enjoyed A Very Long Rope to the Top of the Sky, I absolutely intend to purchase this game as Christmas gift for myself.
Oh, cool! It's always neat to see people who have played A Very Long Rope; Jimmy's certainly a big step up in quality, so have fun!
bought the game through itchio

is there anyway to access the terminal behind the laser on the spaceship before teleporting out of it?

edit: hadn't realized there was a discord and wiki, but read in the discord there are almost no missables so Thank You!

i can get pretty fixated on having perfect files
Yeah, no missables, but you won't be able to get back to that terminal for a long time, and it is possible to get it early game. I'm guessing you're already past that section, but one of your transformations could come in handy there.
Wow, looks like your game is a big success on Steam. Will try it out when I have the time :)
Yeah, it's doing alright! Hope you enjoy it!
Finally bought a copy, instead of waiting for a sale.

Tried to transfer my saves over.

It gets me a dead Jimmy... *shrugs*

Well, gonna replay, then. 'Cause those Demo saves are weird, even with the newest version of the demo. No Spider Web, and instead, Fingerless Gloves, etc.

FRESH experience!
Ah, yeah--there have been a LOT of under-the-hood changes since then, so I'm not surprised, but I did try to avoid that. Hope you enjoy!