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Play the demo! PLAY IT!


Information Guy here. How long was I out? Well, I could go on and on about my poor life decisions, but I need to tell you that special announcement. Get ready, because next week, the Jimmy and the Pulsating Mass demo is going to--



Oh, hello. Was this important to you? Well, I was having a marvelous walk through the internet and couldn't help overhearing. You need to get with the times, friend. In fact, the Jimmy and the Pulsating Mass demo is already out. So, what are you even doing here? You should be playing it right now.



Have a marvelous day!

Posts

Hm, it seems a bit mean to boot the player to the main menu at the end of the demo -- I didn't expect it to end there and lost a bit of progress. Maybe include a warning saying "this is the end of the demo, going through here will end the game"?

Also, where is this optional boss I'm hearing about? I'm pretty sure I've fully explored everywhere, including the mine.
author=argh
Also, where is this optional boss I'm hearing about? I'm pretty sure I've fully explored everywhere, including the mine.

Apparently it's

Slither
?

Haven't found it yet, though. ... The Mine is Bossless.

EDIT:

Big Enormous.

https://drive.google.com/open?id=0B_ZzOVhZ7xFmaXE5Z2k5TlNzWk0
unity
You're magical to me.
12540
I absolutely adore what you've done here, Housekeeping! There's just so much to love with this game! This game is totally amazing and I'm blown away by the quality of everything here, from the witty writing, the whimsical art style, the battle animations, the awesome and cute enemy battlers, the wonderful Chrono-Trigger-esce overworld, all the details in sprite animations, the clubhouse where you can place stuff to change stats, Jimmy's great imagination system where he swaps into enemies he's beaten... SOOOO GOOD!

The feelings this game evokes... I've been waiting for something like this for a long time! Thank you so much for making something so wonderful! I can't wait for the full game! :DDDDDDDDDDD

The only things I could find wrong were little things:



The TV can cut off your head here.



One of Jimmy's overworld sprites is off, having a line (from the pose above I assume) that displays over him.

Also I've gotten a game-crashing error in the mines. Soon after I entered, whenever a red exclaimation popped up and the game tried to start a battle:



I reloaded and still got the error. In fact, I had to keep reloading until I got lucking enough with the green exclaimation marks to escape the mine. This seemed to fix the problem, and when I re-entered the mine, things seemed to go back to normal and the game didn't crash any more.

I got all the way through the demo and had an absolute blast! You deserve a round of applause for this! This is truly an impressive demo! Thank you very much for making something so cool ^______________^
Whew, lots of comments. I might not get to everyone in this post, but I'm going to try:

@argh: The secret boss/level is:

Hidden underneath the motorcycle pile. You can push/pull it as the goon.


The beginning of the world map song is part of the full track, yes. It'll loop back into that as well.

If you haven't found the use for sets yet, they apply to the object placement in the clubhouse. I think you may have asked that before you reached the clubhouse, but in case you still were wondering, there you go.


I'm going to try to fix the issues brought up today; thanks again everyone for taking the time to post bugs. Also, I'm in paranoid FIX EVERYTHING mode, so I probably haven't expressed this clearly enough, but thank you, thank you, thank you for the kind words. I hope the bugs haven't undermined the experience too much, and after a little while I'll patch up the demo. But, again, the compliments and overall POSITIVE VIBES are really lovely to read (I mean, geez, Unity, that kind of reaction was more than I could have hoped for).

A few people have said that this is one of the most polished RPG Maker games they've played, and that means so much to me, as I've been really trying to combine the old-school rpg maker philosophies on pushing eventing with new-school aesthetic philosophies. It's been a lot of work (and it'll be a whole lot more), but seeing those kinds of reactions for the demo are filling me with hope for this project. Like, most of the demo is just setting things up; I've got so many cool things planned for this game!
The secret boss/level is:


Ah, thank you! Didn't notice that before. It might be easier to figure out if there were things that could be moved earlier -- I know I kept trying to do that, but everything could only be shaken. Regardless, that was pretty intense! I only won by the skin of my teeth. I'm going to make sure to stock up on healing items now!

And ah, yes, I found the clubhouse. When I saw the stat bonuses I assumed they were equipment, but given that you get access to the clubhouse pretty soon after, it's not a big deal.

Looks pretty cool! I'm excited to see more creepy dungeons like Slither's. Is it possible to kill Rad Ghosts, though? It looks like I need two castings of the light spell, and I can only ever seem to get off one before it runs. Is the Dodgy effect supposed to let it dodge magic?
author=argh
Looks pretty cool! I'm excited to see more creepy dungeons like Slither's. Is it possible to kill Rad Ghosts, though? It looks like I need two castings of the light spell, and I can only ever seem to get off one before it runs. Is the Dodgy effect supposed to let it dodge magic?

Somehow, I got it do have double damage... Perhaps try and Stun with an Insult, and then Light It Up?

No... I think the only way is with a Crit. ... Just keep Levelling the Goon for as much luck as you can? And hope to get lucky?

Remember, you can switch between forms at least once per battle.

***

OH! So that's how you see your passives! You have to move the selector down into the passives section to see them.

Does the Sunflower Regen HP and MP every turn? I didn't notice...

And it gets EXP faster than anything else...
Yep, Dodgy allows the enemy to avoid everything. He's supposed to be a luck/skill fight. Rad Ghost is my "metal slime," so you shouldn't be guaranteed a victory on him every time, but you can stack the odds in your favor more. Here's the "solution" to the fight:

-Turn 1: Slow the rad ghost via sticky phlegm or attacking with a spider web.
The rad ghost has to inflict ennui on one character instead of gaining dodgy. Ennui will prevent that character from gaining xp.
-Turn 2: Insult the rad ghost with Buck. Swap to the flower and use sunshine with Jimmy.
-Turn 3: Sunshine again should guarantee a kill.


And, yeah, the nightmarish dungeons are one of the things I'm most excited about. I've got some really cool ones planned!

Edit: @Malandy: Unlike actives, passives need to actually be learned before they can be used (regardless of form). They tend to be very good.
Sometimes I'm getting revived in place, and other times I'm getting kicked out when I KO. Perhaps it depends on if TPK in one turn vs. they KO on different turns each?

EDIT: Oh, right. I said that already, which means it's being looked into...

***

If you enter an Encounter while an animation's playing, by using Hit Me repeatedly, and then escape, and/or possibly, defeat your enemy, the animation is paused on a frame. And you have to fix by using a new animation. Also, the transformation ring renders you invisible.

***

Being a human target while someone is being grasped and squeezed, means that you get hit twice?
author=Malandy
Being a human target while someone is being grasped and squeezed, means that you get hit twice?


I think I've been able to fix all of the glitches you've brought up, Malandy, but I'm not sure what you mean by this one. What's hitting you twice? Are you actually being squeezed twice? If so, what was the specific encounter? If it was Slither, he can attack while things are grasped (but he can't grasp more than one person). I haven't seen any issues with this.

The only other issue I'm having trouble replicating is the divide by zero issue, but I'm looking into it. I might have a fix for the lag some people are experiencing; I've found an anti-lag script that keeps my frame rate from dropping below 53ish (I was going down to 40 in parts of Cloudy Hill). Still need to test it more thoroughly, but it looks like a step in the right direction at least.
author=Housekeeping
author=Malandy
Being a human target while someone is being grasped and squeezed, means that you get hit twice?
I think I've been able to fix all of the glitches you've brought up, Malandy, but I'm not sure what you mean by this one. What's hitting you twice? Are you actually being squeezed twice? If so, what was the specific encounter? If it was Slither, he can attack while things are grasped (but he can't grasp more than one person). I haven't seen any issues with this.

Oh. Yeah, it's Slither. If he/she can attack multiple times, that makes sense, 'cause I thought it was 1 attack/turn.

In order to leave the area, I have to either lose or win, right? I've locked myself into the battle?
Yeah; you can also use an emergency exit if you have one.
I just finished the rest of the demo and I'm beyond sold. The amount of polish in this porject is incredible and you should be very proud of what you've got going on so far :)

I found something intriguing in the narrative.

It seems like once Buck joins the party, he's never mentioned or heard from again, and feels more as like an accessory to Jimmy than a part of the narrative since the entire cast talks to Jimmy and ONLY Jimmy.

I don't know if there is a plot-related reason for this. I'm wondering if Jimmy absorbed him through Imagination and just summons him whenever there's a battle...? Considering the Magicant-like nature of the game, I wonder if this is a hint at something deeper...
author=Housekeeping
Yeah; you can also use an emergency exit if you have one.

... Good thing I saved that one from the very beginning... Gonna stock up on those now...

author=SgtMettool
I just finished the rest of the demo and I'm beyond sold. The amount of polish in this porject is incredible and you should be very proud of what you've got going on so far :)

I found something intriguing in the narrative.

It seems like once Buck joins the party, he's never mentioned or heard from again, and feels more as like an accessory to Jimmy than a part of the narrative since the entire cast talks to Jimmy and ONLY Jimmy.

I don't know if there is a plot-related reason for this. I'm wondering if Jimmy absorbed him through Imagination and just summons him whenever there's a battle...? Considering the Magicant-like nature of the game, I wonder if this is a hint at something deeper...

Ditto.

Note the Jimmy head floating in a data grid like thing in the intro picture from the RMN homepage, like the early versions of Undertale, gives rise to a simulation argument... Note GenerationXerox when the Queen Bee talks about the Great-great-great-great-great... Grandmother, and how much it matches Helga...


***

Animation Pause also applies to Exclamation Point. I've got the Green one stuck atm. And it sticks even through a save...

***

... Perhaps the Hand gets first move 'cause it's grasping?

Comforting Smile is really inefficient... High Five is the best healing skill...

How is EXP to next level determined? 'Cause it seems a bit much?

Is there gonna be a treasure finder, like in A Very Long Rope, so we know if we missed something?

The Animation Pause floating Exclamation Mark sticks on the World Map... Presumably just a result of general Animation Pause, and should be fixed when AP is fixed... Fixes itself on transition into the actual Clubhouse...

***

Lands Logs are $5 more than Smile Logs, but nothing else is more expensive. Intentional?

You can only hold 10 of a thing?

On the bonus boss:

Slither is self-sabotaging... It watches to Quake, and then sets up a Counter, which stops the Quake, and also somehow cancels Counter...


How come sometimes I can't transform at the beginning of a battle?

Mental Clarity doesn't stop Ennui??
The green exclamation point issue is fixed in my current build; I'll update the demo to fix that later this week. I want to monitor this thread a bit longer and make sure there aren't any other bugs reported.

-The XP curve is Ace's default curve. It does get kind of high, but the XP for later stages will adjust accordingly; the "acceptable" level range for Slither's cave is 6, and that's the same for the next story level, so I have a feeling you're a bit above that. The imagination xp is some convoluted formula I came up with that tends to be about half of a normal level.

-There is indeed a treasure finder.

-Yep, you can only hold ten of a consumable item. Resource management is something I wanted to be highlighted.

-If you go back to Smile, you'll notice that those prices have also inflated. It's more than just the Ants on a Log; every consumable item has gone up in price (though equipment and furniture is the same). Since consumable items are consistently useful (by being percentage-based instead of fixed), I couldn't leave them that cheap forever.

-For the boss, watching will either lead to a counter or a quake. Counter just lasts a single turn, so I don't think that's being canceled?

-I don't know why you sometimes can't transform at the beginning of battle! I'll look into that.

-Mental Clarity works the same as vitamins; there are only three curable status effects: sick, immunodeficiency, and sleep. I have a fourth one that shows up on the item, but that's something I overlooked.

Edit: Thanks, Sarge! I'm glad you liked it! I hope I can iron out the lag issue this week; I'm sure that was headache-inducing. Also, regarding Buck: the game is mostly the player interacting with the world like in the demo, but I think one of the failures of the demo in expressing the entirety of the game is that Buck and the rest of the family will have more scenes and become central to the plot pretty soon after the events of the demo. They don't constantly interact in the way that, say, would occur in a Tales game, but they do contribute in an essential way. The other failure of the demo is that the imagination system at this point in the game is pretty boring since you just start to unlock the level five skills around the end of the demo, but there's not much I can do about both of those issues.
Oh, is transformation cooldown not supposed to be a thing? I've noticed that Jimmy needs to wait one turn before he can transform again, and this cooldown persists between battles.

Edit: Also, not that I'm crazy enough to actually try this, but are all the passive skills coded in at this point? Could I unlock stuff like Positive Work Ethic if I spent like a month grinding for it?
And now the Slither Tunnels have a rope! ... Was it there before and I just didn't notice??

author=argh
Edit: Also, not that I'm crazy enough to actually try this, but are all the passive skills coded in at this point? Could I unlock stuff like Positive Work Ethic if I spent like a month grinding for it?

I'm gonna try...

***

EDIT:

... How fast is Rad Ghost? His Dodgy Song has Priority? OR is he just that fast?? If he is, he's faster than 322 AGI... If he is faster, perhaps he's at 999 AGI??

...

https://drive.google.com/open?id=0B_ZzOVhZ7xFmZmp1VGZITlVIdzQ
Oh, also:

The other failure of the demo is that the imagination system at this point in the game is pretty boring since you just start to unlock the level five skills around the end of the demo, but there's not much I can do about both of those issues.

This is going to be a commercial game, right? So it might actually be a problem if the demo doesn't effectively display the central mechanics. Do you plan on making the commercial demo slightly longer?
-Nah, I'm going to keep the demo at its current length; you don't really start benefiting from the passives until mid-game, so I don't want to push it that far. You do benefit a lot from stat gains, so I'm hoping that's enough.

-Rad ghost has 30 agi, but his dance has first priority.

-The passives are indeed coded in at this point. For your own sanity, though, you shouldn't work to unlock them; your save file will very likely not be able to move over to the finished game.

-Transformation cooldown is a thing; it just wasn't supposed to persist between battles. I've fixed that bug in my version now.
Hmm... Replaying, and now I've got a new theory! Jimmy is swapped with an alternate universe Jimmy, that has the same family, but is in a different world? And the travelling happens through dreams?

The opening poem seems really important...