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Jimmy and the Pulsating Mass Review
author=Liberty
If you want to write about them, you write a review. I touched on what I wanted to talk about in my review and part of that wasn't Slither or the Clubhouse. Who said I had to cover every bloody aspect of the demo in any case? I could just write a basic over-view about everything and it would still count as a review.
Well, in this case, it appears to me that you're going in-depth, and trying to cover everything, and deliberately not talking about the Clubhouse and Slither seems... Which makes the game seem worse, somehow? Like, if someone could have been drawn in by the interior design aspects, or the presence of sidequests or hidden areas, instead of a totally linear path, you've turned them off the game by not talking about all of it?
And the fact that this game is going Commercial... Means that your reviews have an impact on people's bottom lines? ... There's more to say there, but I don't know what it is, right now...
author=Marrend
It might be possible to alter the chances of stealing based on whither or not certain statuses are applied. It depends on how, exactly, the chances are calculated as-is. Although, by including the possibility to apply a status to improve stealing chances, you're asking players two use two turns to steal a thing. Even if the chances become 100% after the status is applied, is that worth it to players versus an attack, or healing, action for those two turns?
Well, in the two examples we have, it's extremely likely that you'll take out a Skitterbones faster by stealing than attacking, unless somehow you can OHK a Skitterbones at a higher chance than if you stole from it.
And stealing a Mack gives you two more enemies, but they're also incapacitated for at least one turn.
Jimmy and the Pulsating Mass Review
author=Liberty
And?
Nothing. I'm just saying that's what I thought happened.
author=Liberty
Honestly, I don't see why it's not set at 100% or near-to for every item anyway. You're wasting a turn in battle to do something that does no damage, thus depleting your chances of finishing the battle faster (or at all). It's a waste of time, really. Even if I knew it was a thing, I wouldn't have bothered because it's easier to just beat on the enemy for 2-3 turns than to hope for success in stealing (where, if you do fail, it will take an extra 1-2 turns to deal enough damage to defeat the monster).
It's offering a choice and a risk, even if you don't take that risk, doesn't mean other people won't as well. Personally, I went for the Grifting, even at low chances, just to get that stuff which I assumed would prove useful later, as it had stat boosts associated with it. And as it was part of a set, the ability to complete the set faster, seemed worth it to me. ... Also, I was bolstered by having my first ever attempt, on the Skitter Doll, succeed? At least, I think I succeeded on my first try?
Also, I assumed that if I waited too long, I'd forget about it, so I grabbed it at first opportunity?
I wonder... Does slowing down the enemy, or putting them to sleep, making theft easier? ... Is it solely based on Luck? ... Well, yes. The Rad Shoes proves that, doesn't it? But if it were dependent on both Agility and Luck, and possibly status effects, like real life... Hmm...
Jimmy and the Pulsating Mass
I'm wondering if it's just me, but I want the trope page linked from the summary... But, why? It sucks as advertising, right now, I think.
http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/JimmyAndThePulsatingMass
http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/JimmyAndThePulsatingMass
Jimmy and the Pulsating Mass Review
author=Liberty
No, monsters in the Giant Garden had that issue and I didn't bother with Grift after that. :shrug:
Yeah, I thought so.
EDIT:
author=Liberty
I didn't mention Slither or the Clubhouse because I find it a good idea to leave some stuff for the players to be surprised by. I prefer not to mention everything in a review (especially for a demo) or people wouldn't have the joy of finding new things! ;p
Yeah, but then it's not a full review of the demo...? Perhaps Hide stuff you want people to find out for themselves?
Jimmy and the Pulsating Mass Review
author=Liberty
Grifting... didn't really work that often for me. Maybe I was having bad luck all the time, but I rarely managed to steal anything. For something that takes a turn to use, I weighed the odds towards dealing actual 100% damage than possible maybe getting something. If you're going to have stealing, at least make it worth taking the chance for. 15% for an item is kinda like... why bother?
Weird Bones and Macks have chances of like, > 70% - 80% when you meet them. It's only the furniture that has such low chances.
Jimmy and the Pulsating Mass Review
Basically, I agree with this.
When you say "Forest", you mean Cloudy Hill, right?
Where? The Wilted Lands, I'd guess? Or Giant Garden?? If you're talking about Skitterbones, they have Weird Bones to steal to take them out immediately. You can steal Macks from Turtle Stacks to knock them down, but I don't know if EXP and $ drops change from that... It shouldn't? ... WAIT. Skitterbones are the animated skeletons of Skitters?! ... So obvious... *facepalm*
Hmm... Perhaps that should have been said by Info Guy, like "Some enemies have special items you can Grift for certain effects."
Maybe some encounter limiting mechanic, like Weird And Unfortunate Things Are Happening or remove the enemy attractor from Blob and give that to everyone or something, and have Blob allow selection of what mob to get? 'Cause if you want to train a Form, you have to use Blob to call them in, then transform in-battle, which is in-effect the same as just calling them from the field as the form you want to train. And it uses up Transform for 2 turns, which is the difference between defeating a Rad Ghost, and not.
Really liking this idea!
... No talk on the Clubhouse? Music Disks? Bank? Shake chats? ... Did you find Slither? The adult fun times?
When you say "Forest", you mean Cloudy Hill, right?
Later in the demo enemies became a lot harder and with the sparsity of items to find, it became a bit of a ball-ache to get through certain areas.
Where? The Wilted Lands, I'd guess? Or Giant Garden?? If you're talking about Skitterbones, they have Weird Bones to steal to take them out immediately. You can steal Macks from Turtle Stacks to knock them down, but I don't know if EXP and $ drops change from that... It shouldn't? ... WAIT. Skitterbones are the animated skeletons of Skitters?! ... So obvious... *facepalm*
Hmm... Perhaps that should have been said by Info Guy, like "Some enemies have special items you can Grift for certain effects."
While I appreciated the option to skip lower-level battles, it seemed that a lot of the time the monsters that I could skip were the same ones that I couldn't skip, leading to a feeling of "Why bother?" In fact, I didn't really like the red warning for battles as it just put me on edge waiting for the inevitable unskippable battle. It made me even more aware that a battle was incoming, that I could do nothing about it, and it just ended up annoying me.
Just as much as that, I'd much prefer to just have had the skippable battles gone automatically. There was no real reason to have the option to skip them because there wasn't really a reason to NOT skip them. You weren't grinding for gold and experience because the amounts they would give weren't worth the time. There weren't drops worth farming from them, so they just felt like a slap in the face if you were too slow to cancel them - especially if you tried to cancel them and hit the wrong button.
Perhaps it would be better to just have the confirm button set as the default cancel instead - because if you want to fight them, you just have to wait a few seconds, but hitting the confirm button is second nature in RM games so more likely than not, when wanting to skip, I'd hit the confirm instead of cancel. It got a bit tedious. And annoying.
Maybe some encounter limiting mechanic, like Weird And Unfortunate Things Are Happening or remove the enemy attractor from Blob and give that to everyone or something, and have Blob allow selection of what mob to get? 'Cause if you want to train a Form, you have to use Blob to call them in, then transform in-battle, which is in-effect the same as just calling them from the field as the form you want to train. And it uses up Transform for 2 turns, which is the difference between defeating a Rad Ghost, and not.
Maybe it'd be worth it to have the option for skipping in if you got something for the bother - a quick idea would be to do as Earthbound does and award you the money and experience you would have gotten from the battle anyway. At least that way it would feel like the option serves a purpose.
Really liking this idea!
... No talk on the Clubhouse? Music Disks? Bank? Shake chats? ... Did you find Slither? The adult fun times?
Luxaren Allure Final Boss Form (The LONGEST Boss fight ever) (Normal Difficulty)
author=thesacredlobo
At least in terms of time to defeat. Since, it took me roughly 23 minutes to bring down the final boss in that game. An affair that was rather frustrating in my opinion since the bosses wasn't so much difficulty as meaty.
Well, difficulty has been lowered since the video was posted.
Play the demo! PLAY IT!
Is there any use for the Marvelous Coin? How many drops are there, other than the Coin?
Disembodied Eyes seem especially... useless? 'Cause random encounters are random, and in Cloudy Hill, it's highly unlikely it'll be a lifesaver.
Although, in regards to chest effects, I could just savescum to know what the effects are and then exploit them for maximum effectiveness.
And the fruit trees also make MP a less Too Awesome To Use resource, and allow training for longer. The Lands has nothing to regenerate MP, though. I guess you could keep going back to Rubik for Cubes to just keep training forever...
What's the money limit? 9999 for on-person and bank both? Or could we just keep going until numbers start to overflow??
OH! So that's what happens if you try to go to the Garden first... But, you can still trigger encounters in that small space... Intentional?
Somehow I got into an Encounter while in the Imagination menu? Can't trigger again... Maybe it's if I move and that triggers and Encounter, but then I immediately go to the menu, and then go to Imagination, which gives the time for the Encounter to activate?
Also, if you save, does the pedometer for the next Encounter reset? ... That is, presuming you use a pedometer to time encounters...
Disembodied Eyes seem especially... useless? 'Cause random encounters are random, and in Cloudy Hill, it's highly unlikely it'll be a lifesaver.
Although, in regards to chest effects, I could just savescum to know what the effects are and then exploit them for maximum effectiveness.
And the fruit trees also make MP a less Too Awesome To Use resource, and allow training for longer. The Lands has nothing to regenerate MP, though. I guess you could keep going back to Rubik for Cubes to just keep training forever...
What's the money limit? 9999 for on-person and bank both? Or could we just keep going until numbers start to overflow??
OH! So that's what happens if you try to go to the Garden first... But, you can still trigger encounters in that small space... Intentional?
Somehow I got into an Encounter while in the Imagination menu? Can't trigger again... Maybe it's if I move and that triggers and Encounter, but then I immediately go to the menu, and then go to Imagination, which gives the time for the Encounter to activate?
Also, if you save, does the pedometer for the next Encounter reset? ... That is, presuming you use a pedometer to time encounters...
Play the demo! PLAY IT!
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...
The opening poem seems really important...
Jimmy and the Pulsating Mass
author=Housekeeping
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.
... How likely is it that the saves of this one will be compatible with the final version?
Also, the saves do show up on the continue screen... I just can't activate them?
How about a "Skip prologue" option for those who want to replay the completed version? ... Not much replayability, but some people might want to anyway, just for the experience? *shrugs*
Also linked to the download page from TvTropes.













