HOUSEKEEPING'S PROFILE

My name's Kasey Ozymy. I'm a game designer from Texas. I made Jimmy and the Pulsating Mass and am currently working on Hymn to the Earless God.

Check out Hymn to the Earless God:
https://store.steampowered.com/app/2165130/Hymn_to_the_Earless_God

Buy Jimmy:
https://store.steampowered.com/app/706560/Jimmy_and_the_Pulsating_Mass/
Hymn to the Earless God
Live and die on a hostile world.

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Jimmy and the Pulsating Mass

I'll say it's pretty unlikely that the save files will work in the finished version. I would like for them to--and I took measures to make that possible--but just changing the anti-lag script was enough to prohibit loading old files, so with another 1.5 years+ worth of development left, I think it's safe to say that your save file won't work.

Jimmy and the Pulsating Mass

I went ahead and updated the demo. It's in .zip format now (thanks again for the warning, char), and it should be much more robust now. I've also included a new script that appears to have fixed the lag to some degree. However, it's unlikely that your save file will work in this new version, so there's no need to redownload if you've already played it. There's no new content, either--just a bunch of bug fixes.

Also, if you were experiencing lag issues and are willing to test it, let me know and I can send you a save file that will start you at the end of the demo on the world map so that you don't have to go through the opening again.

Play the demo! PLAY IT!

-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.

Play the demo! PLAY IT!

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.

Music

Hey, good ear, man; playing with the time signature was definitely the fun thing for this. Portions of it (like the intro and the section that follows) are also in five.

And, yeah, I love playing around in the lower registry; I've got some pretty mean bass lines in there, so hearing a cover would be pretty sick.

Play the demo! PLAY IT!

Yeah; you can also use an emergency exit if you have one.

Play the demo! PLAY IT!

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.

Play the demo! PLAY IT!

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.

Play the demo! PLAY IT!

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!

Play the demo! PLAY IT!

@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.