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Jimmy And The Pulsating Mass Crack Unlock Code

Jimmy And The Pulsating Mass Crack Unlock Code


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About This Game

Jimmy and the Pulsating Mass is a Japanese-style RPG made by a guy from Texas. It was very much influenced by SNES-era jRPGs, particularly Earthbound, Final Fantasy 5, and the Breath of Fire series, among others. It was also heavily influenced by Yume Nikki.

The game takes place in the dream of an eight-year-old boy. When an alien entity appears and threatens his family and the stability of the dream world itself, Jimmy sets out on an adventure to save his family and eradicate the threat of the Pulsating Mass. Along the way, Jimmy will have to work with his family, confront his own shortcomings, and brave the creeping nightmares of his subconscious.

Features:
-Full-length Japanese-style RPG.
-Classic turn-based combat with some modern sensibilities.
-A big emphasis on exploration.
-As an empathetic kid, Jimmy gains the ability to imagine himself as several of the monsters he meets, allowing him to interact with the world in new ways.
-These different transformations can also be leveled up, granting Jimmy higher stats and new abilities.
-A story for adults delivered from the perspective of a child.
-Jokes.
-Unspeakable horrors. b4d347fde0



Title: Jimmy and the Pulsating Mass
Genre: Indie, RPG
Developer:
Kasey Ozymy
Publisher:
Kasey Ozymy
Release Date: 7 Aug, 2018



English



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11/1/18 Update:
Hey, it's November, so I thought I'd update the game to address all of the minor issues that have cropped up since the last update. Some of these are bugs and some are quality of life issues. Thanks for playing Jimmy!

-Analysis skill description is now clearer.
-Sacrifice now works as intended.
-File size cleaned up a bit.
-"Ghosts" in Rainbow Park are no longer interactable. They also remain transparent after leaving a building.
-Marvelous Cannon now functions as intended.
-The mysterious vending machine that sometimes hovers over the entrance of the Iron Flamingo is no more.
-Ms. Robin's Shop in Ashby's is back to selling the appropriate items upon first getting there.
-Reverting to Jimmy when you enter a battle as a flying monster will no longer cause Jimmy to walk in place after the fight.
-If you use Psyche on the Totem in Heart Prison, it will now properly cancel its mind control.
-Instant death attacks should now consistently work on Jimmy; they also can no longer be defended through by guarding.
-Spring-Loaded Shades now give counter stance the appropriate cooldown.
-The receptionist in the credits will no longer magically change.
-Using the Marvelous Teleporter when it's raining will not make it rain on Mr. Marvelous anymore. He's been through enough.
-Followers will no longer reset the turn when they summon a new creature.
-The "Power of Positivity" puzzle in the World's Library now makes its intent clearer.
-The animation for Soul Sparks will now just play once for the entire party.
-Added a line that bissects the puzzle in a certain blue cave that makes the intent a little clearer.
-Fixed various typos.. 9/18 Bug Fixes:
I just pushed out a new update that addresses some bugs. Most of these are fairly minor, but the big thing to note is that battle music should now loop appropriately in the mkxp version. Speaking of the mkxp version, make sure to opt into it as if you were opting into a beta if you experience any lag, as it should smooth that out. I would have that version set to default, but since the Steam overlay conflicts with it for so many people, I'm leaving it as a beta for now. Anyway, here's a full list of changes:

-Pressing the confirm button on the door in Central Hub will no longer prevent you from transforming.
-You can no longer push the skull through the door frame in Heart Prison.
-Checking the fountain in the last level from behind will no longer make it swap graphics with the shop.
-Battle music now loops properly in mkxp version.
-The statues in King's March East will no longer change shape when you jam on the confirm button.
-Group attack weapons will now work properly when you have juggernaut equipped.
-Leaving the house at the end of the game will work as intended regardless of form.
-After getting the second-to-last transformation, you won't be in a walking animation if you were originally transformed as the Pumpkin.
-While the large sprite fix crash isn't 100% solved, you should no longer get those crashes at shops/banks at least, which seems to be the most common place for them.
-While the solution to the Planet Andrew puzzle is the same, you now have to mirror the lefthand side instead of just copying it directly.
-You can no longer cause a certain form to lock into a punching stance by constantly punching and jamming on the confirm key while in front of an npc.
-Teleporting while outside of the World's Library will no longer set you to the world map sprite while keeping you in place.
-When a certain recurring boss releases pent-up energy after absorbing it, that energy will now damage him if reflected.
-Fixed various typos.

Edit: Super Stealth 9/28 Update
-Slamming on the ground with the bear and then talking to the statues in Kung Fu Tower will no longer make your sprite freak out.
-The low-level goon at the entrance to the Petty Thugs' hideout won't morph into Mr. Grouse when you try to enter the right door.
-After getting dropped into prison in the Mad Queen's castle, if you go back to the courtyard and return, Caterpillar won't resend you to the dungeon anymore.
-The boss of Dark Dungeon now plays the appropriate music.
-You can no longer get into random encounters immediately after beating Ebeezil.
-A certain boss that can pull you under water now works as intended.. 3/21 Update Large Sprite Crash Fix:
Hey, everyone, this update has been a long time coming. While many of you have been able to run Jimmy without any problems, some computers experienced crashes when walking in front of things like signs or trees that would overlap the player when they were behind them, or they might have experienced the same crash from long play sessions. For people running the mkxp version, this crash would occur in the form of incredibly slow moving text. I'm happy to report that this crash should no longer occur, and as a nice side effect, the frame rate should be more consistent.

In order to fix this issue, I removed a problematic script and had to manually modify and test a lot of objects like trees/statues/etc. Most of the graphics will still appear to be the same, but there are a few minor changes here and there that keen players will notice--nothing big. Because the changes were so widespread, though, you might run into a minor graphical glitch here or there, and, if you do, please let me know, and I'll address them in a future update.

I apologize for this update taking so long, and thanks for playing!

Additionally, I made a few small changes/bug fixes listed below:

-Information Guy television added in Temple of Inward-Looking Eye to remind you that you can save anywhere.
-When first visiting the Iron Flamingo, terminal screens you've visited will now be black instead of blue to show that you've already accessed them.
-Encounter glitch during bridge events in the dungeon next to Jimmy's house is now fixed.
-Opening the transformation ring while exiting Unbreakable Bridge will no longer softlock the game.

Edit:
4/1 Stealth Update:
-The benign error message that comes up after closing the game sometimes will no longer come up.
-Switching to Jimmy in the middle of a boss fight will no longer cause him to walk in place after the fight.

4/15 Bonus Stealth Update:
-Juggernaut now works correctly on the Rotting Jack o'Lantern.
-Fixed a few graphical oversights, particularly the hovering bushes in hidden area in Megatropolis.
-Can no longer counter with Taser or Bee Stinger; weapons that can't counter now indicate so in their descriptions.
-Afternoon Nap no longer heals Lars when you have immunodeficiency.

4/22 Double Bonus Super Stealth Update:
-No more floating ramparts in Legato.
-The wall in the Room of Happiness no longer overlaps the player's sprite
-The fence in Central Stamen will no longer transform into strange things when you interact with the middle of it.. 10/11 Improved Economy, New Manual, Bug Fixes:
I've just updated the game files; many of these changes are fixing issues that players either generally won't run into or won't notice, but I do want to draw your attention to the first two changes. Consumable item prices are a lot cheaper now, and there's a new manual in Shinryu that's worth checking out. Thanks to everyone who've found Jimmy and been spreading the word. I know that Jimmy hasn't been viral or anything, but everyday I've been elated with the general reception it's been getting. Anyway, here's the list of changes:

-Consumable item costs are now much more reasonable (about halved starting with the latter half of the second continent).
-Added new manual only available in Shinryu for $5,000: Adrenaline Shot. It's an instant 10% revive that costs 35 mp and has a six-turn cooldown.
-Balanced Equation is now actually a balanced equation (I think). Give me a break, it's been a long time since chemistry.
-Leaving the hotel in Calm Valley prior to talking to Lars will no longer result in a mysterious duplicate Lars outside.
-Roughhouse now costs $3,500.
-Mecha Super Balls now do 1,000% luck-based damage. They also don't work with Andrew's Analysis skill, and this is reflected in their new description.
-There should no longer be any random encounters after finishing nightmare locations (until you reenter the dungeon).
-In Dark Dungeon, the game will no longer freeze when canceling out of panning the screen on a few specific locked spaces.
-The boss of a certain school will now only do a regular attack or regular magic attack for the first turn of the fight.
-The terminal status effect should now consistently work as intended.
-Joker's instadeath now works on Jimmy.
-Aurora Temple should be significantly less wonky.
-The game should no longer lock up for some people just getting to the Iron Flamingo.
-Added a small bit of dialogue before the scrolls in Secret Meridian that addresses a narrative inconsistency.
-Various typos and other small things have been addressed.. Legacy Mode is back on the Default Path:
After releasing the mkxp version, some new glitches came to my attention--mainly the black box covering the player's sprite for some players and battle bgm not looping accurately. So, I've switched the legacy mode back to the main branch.

If you want to use the mkxp version, you can still do so. This is set up like a beta now, so just right click on the game in your library, choose properties, select the betas tab, and pick "mkxp" from the dropdown menu. The mkxp version will smooth out framerate issues and the large sprite fix crash, so, if you're running into those issues, you still might want to use the mkxp version.

Sorry for the inconvenience, and thanks for your patience.. Hi, Steam!:
Thanks for checking out Jimmy and the Pulsating Mass!

I've been working on this game for about three years now, and it's still got a bit longer to cook. If you are intrigued by the trailer and the screenshots, you can find lots more information about the game on my Twitter and tumblr[jimmyandthepulsatingmass.tumblr.com].

You can also find a demo here[rpgmaker.net]; I'll try to get the demo up on Steam as soon as I sort out some stuff about the process. This isn't my first game, but it is the first one that I'm selling, so forgive me if I'm a bit slow on this kind of thing!

That's about it from me now. I'll leave the minor updates to my aforementioned social media accounts, but I'll make sure to post important stuff here, especially as we get closer to the completion date. Thanks again for giving me the time of day, and I'm looking forward to the day when I can share the full version with you!


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