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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

Thanks for the heads-up char; I'll definitely keep that in mind.

@dink: Yep, that's the only optional boss encounter in the demo (there's also a boss-less optional mine in Giant Garden). The full game will have quite a few optional areas like the one you found.

Keep the bug reports coming, guys, I'm fixing them as soon as I see them posted. How bad is the lag? Is it dropping a frame every few steps or is it major stuttering all the time?
There are a lot of good things about this demo, but I want to praise one aspect in particular.

The brevity of the intro is great. You cut right to the chase, hitting tone, movement, menu, battle, transformation, etc. within the first twenty minutes without it feeling rushed and without dwelling unnecessarily. Props. :)
author=Housekeeping
How bad is the lag? Is it dropping a frame every few steps or is it major stuttering all the time?


It gets very stuttery on larger, busier maps such as the Cloudlands, and the frame rate drops to single digits. But for what it's worth, my PC is also fairly old (6 years, some parts never upgraded) so I wonder if people with newer rigs are faring better?
author=Housekeeping
@dink: Yep, that's the only optional boss encounter in the demo (there's also a boss-less optional mine in Giant Garden). The full game will have quite a few optional areas like the one you found.

Keep the bug reports coming, guys, I'm fixing them as soon as I see them posted. How bad is the lag? Is it dropping a frame every few steps or is it major stuttering all the time?


Yeah, I ran into that place too! I was tense the whole because I was expecting a boss battle throughout that entire walk. Guessing it's going to be behind that webbed-door. Looking forward to that if so.

I don't know about everyone else, but I really only had lag in the cloudy hill area. It was every few steps which I thought was weird because the area didn't seem too covered in events or anything like that to cause the slowdown.
What's higher and lower than your level is hard to figure out, 'cause Puffs in isolation are stronger than when they're with someone else? Are Puffs the only standalone enemy?

https://drive.google.com/open?id=0B_ZzOVhZ7xFmRkpVbWF0OENXLTA

Gonna shake everyone. ... Can you shake the parents, even though they're holahooping??

... Ants on a Log for $5... So cheap!

The only place for the First Aid and Rustic Set is by buying them, right? ... Wow, ppl are taking shaking so much more calmly than I expected, when they had a Goon terrorizing them a scant hour or so ago... If that.
Okay, I think I've tackled all the outstanding bugs so far. With the cloudbabies recovering skitter, I've fixed that issue, but now skitter's health appears full even if you've injured him. If he's dead he stays dead, and he's not ACTUALLY recovered; this has to do with some script stuff, so I'll see what I can do about it, but at least it's not terrible.

The lag is outstanding, too, but it's hard to test when I'm not experiencing more than a few sporadic frame drops. Cloudy Hill actually makes sense, as there are a whole bunch of events there. It was the first level I designed, so I didn't have things as sleek yet. Basically, every time you climb a vine, you're switching tilesets in order to accommodate the clouds being both walk-underable and walk-overable. I had a lot of ground events there to make that work. I might be able to pare those back using a parallel process, but I'd like to see how more people are experiencing lag to know how extensive the problem is.

@Malandy: Can't shake your parents, I'm afraid. You can shake most everyone, but there are some people performing actions that can't be shaken. And, yeah, you have to buy the rustic set and first aid.

As for the encounter system, it just does a roll based on your level. So, if you're in the "acceptable" range, you'll have a 50% chance of getting a green exclamation point. For every level higher, that chance goes up 25% (and vice versa for lower). So, it's not tied to any specific monster formation. Also, those notes are really useful; thanks so much for taking them. You're so thorough!

@Merlandese: Thanks, that means a lot! Those were definitely considerations for framing the opening.
Just played through this, made it through to the "To be continued" in about an hour and a half(though I did play through the first half or so REALLY rushing, as I decided to switch to my other computer due to the aforementioned lag issues), and I'm very impressed by the quality especially considering this was made by just you!
I really only had one small irk, and it was that not enough stuff produced dialogue when you went up to examine it. For a game with such rich dialogue, I was surprised that nothing really in Jimmy's home was examinable, even the eery, pounding door.
author=Tuckie
I really only had one small irk, and it was that not enough stuff produced dialogue when you went up to examine it. For a game with such rich dialogue, I was surprised that nothing really in Jimmy's home was examinable, even the eery, pounding door.


Same. Although, I guess I shouldn't expect people to be reading my notes to make sure they're not repeating complaints and bug reports and stuff... ... And I wasn't that clear that I was that bugged by it... Although I did note the lack of flavor text...
Currently at the Giant Garden. Loving it so far. It's like Earthbound, but with actual charm and meat beneath the ambiance. Buck's personal ability seems pretty weak, though -- does it only trigger for regular attacks? It seems to me like that'd get outclassed by HP/MP regen pretty fast, assuming this is like most RPGs and things will become more skill-heavy later on. The exit-to-worldmap transition also feels a little lengthy sometimes, especially for the Unbreakable Bridge -- the world map music continues to play uninterrupted when you enter, but not when you leave.

The main thing I want to say is a nitpick in the cutscene with the Queen Bee: she says the appearance of the goons "cannot be more than a coincidence", which means she thinks it is a coincidence. From context, it looks like she means to say it isn't a coincidence.

(She also misspells "desperate" as "desparate")

(Also, the boxing gloves have "Buck only" on the same line as the main description, while every other exclusive equipment piece has that information on new line. Yes, I'm super nitpicky.)

Edit: Oh, also, the item menu is a bit clunky. I'm not sure if the submenus/categorization is really necessary, it just makes it hard to see where everything is. Could you move "All" to the top instead of the bottom, maybe?
author=argh
Currently at the Giant Garden. Loving it so far. It's like Earthbound, but with actual charm and meat beneath the ambiance. Buck's personal ability seems pretty weak, though -- does it only trigger for regular attacks

Hmm... Might it activate when Raging? So, then the plan might be to Rage and use Jimmy to heal with First Aid or something.

(Jimmy, Not Johnny or Kimmy)

15MP for 300% attack... Well, at higher levels, it'll seem less crazy due to having more MP...

author=argh
Edit: Oh, also, the item menu is a bit clunky. I'm not sure if the submenus/categorization is really necessary, it just makes it hard to see where everything is. Could you move "All" to the top instead of the bottom, maybe?

Agree. ... I'm thinking that we'll be getting tons of stuff, such that such sorting will be necessary...
@argh: Hey, for writing everything in the editor (and thus having no spell check), I think two errors (so far...) is pretty good! I'm anal about those kinds of formatting things, too, so I appreciate those kinds of catches.

As Malandy suggested, there's a pretty big database of items, so I wanted to keep it organized. This is especially true because of the clubhouse stuff and music--that's, like, 200+ things right there. So, I wanted to prioritize the items you'll actually use.

As for Buck's ability: trust me, it's good. He'll get equipment to support it later. And, it does work with inner rage.

@Tuckie: I understand that impulse of covering the world with searchable stuff; I think the writer in me likes that kind of thing because it lets me write lots of material. But, the writer in me also thinks it would be self-indulgent if I shoe-horned that kind of thing in. I like to keep everything as "show don't tell" as possible. For the closet, for example, I think that the image builds more intrigue than if I were to have Jimmy and Buck ruminate over what may be inside. I mean, if you're designing the game from the ground up that way, then you can make that kind of searching mean something, so I don't want to say that's bad by definition, but I think leaving that out works for this game--at least I hope it does.
As Malandy suggested, there's a pretty big database of items, so I wanted to keep it organized.


I can see that, but maybe it would be clearer if the cursor was on "All" by default, so you could see everything you had first and could then sort it if you had to? That's the main thing that's bugging me; I'm so used to being able to see all my items at once in RPGs (I immediately go to the menu whenever I get a new one), so having to figure out where things are can be confusing.

By the way, what's the use of the "sets"? I can't equip them in the trinket slot, so I presume they're for something else.
Figured out why no one was reacting to Goon!Jimmy shaking like I expected.

https://drive.google.com/open?id=0B_ZzOVhZ7xFmSDZrY1FCU2RkcVE

author=Malandy
Hmm... I guess Jimmy's shaking is a different context, due to being Jimmy and not threatening like the Goon was... And possibly 'cause they don't see the transformation and interpret Goon!Jimmy as normal Jimmy, due to dream logic or something. It's not like anyone else reacted to the different Forms...

There shouldn't be any more big revelations making me want to note-dump 'til I'm done... Unless I find a bug...
unity
You're magical to me.
12540
Whoa, I'm late to the party! Super-excited about playing this tho, and downloading it now :DDDDDDDDDDDDDDDDDDDDDDDDDDDDD

author=charblar
just a heads up about distribution. don't use .rar it has always been a commercial compression format and in 2016 really shouldn't still be used sites such as itch.io will not accept them for the reasons i stated. 7zip is fine as it has always been a freeware format and still features compression levels


I usually use .zip format myself.
Just discovered that the exit-to-worldmap jingle plays even when you start the game up after saving on the world map. Is it actually part of the BGM?
author=Housekeeping
Funny you should mention that; there was a point that I was thinking about changing the menu cursor to a piece of chalk and the window skin to more of a chalkboard frame, so I'm actually kind of pleased that that's being conveyed.

Edit: Menu bug was an easy solution at least! Onto the next...

I think the chalkboard idea would be a lot of fun! I think it would look something like this:



(I threw this together in about 5 minutes in paint. I didn't hack the game or anything, don't worry)
BTW, when you use "cause" to mean "because", it needs an apostrophe, 'cause it's a contraction. I noticed this in Punch Tanaka's introduction, not sure if it's anywhere else.
author=SgtMettool
author=Housekeeping
Funny you should mention that; there was a point that I was thinking about changing the menu cursor to a piece of chalk and the window skin to more of a chalkboard frame, so I'm actually kind of pleased that that's being conveyed.

Edit: Menu bug was an easy solution at least! Onto the next...
I think the chalkboard idea would be a lot of fun! I think it would look something like this:



(I threw this together in about 5 minutes in paint. I didn't hack the game or anything, don't worry)


Like the black more, better contrast and stuff.
Uhh... Buck just got KO'd and then he and Jimmy both revived in place, with 1 HP... What?!? I was in the Mines...

https://drive.google.com/open?id=0B_ZzOVhZ7xFmdEl6ZGhSZVhORk0

Spider Web is AWESOME!

Could you instead of dropping us off outside the area on TPK, just pipe us to a continue screen? Unless people aren't making saves after every battle... And hey, something like, 10 battles ago, was a key tipping point, that made things unwinnable, so you'd want to get thrown out of the area instead...

Could you offer a choice of reloading or continuing from outside the area?
Punkitt
notorious rpgmaker 2k3 shill
3341
Personally, I like the drop off mechanic