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Jimmy And The Pulsating Mass Download Kickass Rar

Jimmy And The Pulsating Mass Download Kickass Rar


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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. 7ad7b8b382



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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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.. Official Release Date: August 7th, 2018!:
Jimmy and the Pulsating Mass is officially complete! Unfortunately, we still have to play the waiting game a bit longer as I wait for Valve's internal review process and as I send out review copies. However, we don't have to wait for long! As of making this post, Jimmy and the Pulsating Mass is just a couple of weeks away from being out of my hands and into your computers.

Some important stuff:

-The game is about 35 hours long, but that's me playing it, so I imagine that it could run anywhere from 35-50 hours for most players.

-It's going to cost $15 U.S.

-If you downloaded the demo, you "should" be able to use your save file. Everything works fine in theory, but you might need to leave and reenter the area in which you saved as there could be some wonky stuff happening. You just need to move your save files into the game's main directory. There could be some unforeseen issues, though, considering the different demo builds I've had in the past, so if you don't mind starting from the beginning, that's the safest option. I'll have a fully updated demo up before release, though.

-I noticed there were some discussion posts that I should have responded to, but I totally set up the store page a year ago and stopped checking it. I'll be more vigilant from now on!

-I'm very excited about the release and the next few weeks of waiting are more torturous for me than you, I promise you, haha.. 8/28 Update: Lots of Bug Fixes:
I went ahead and updated Jimmy--both the regular and beta versions. This update contains the new font in preparation for when the beta gets moved to the main branch. There are still a few things about the beta that I would like to straighten out--mainly the issue with the Steam overlay causing some players to blackscreen--but I had so many bug fixes that I wanted to get the current version up-to-date.

Before I get to the changes, though, I wanted to address a few plans for the future. My main concern right now is getting the mkxp version 100% and moved to the main download branch. I'm also planning on adding a difficulty selector which will give players who want a more leisurely experience easier enemies, less encounters, and higher experience and money drops. I'm also planning on adding a hard mode which will provide more challenge for the masochists out there. So, the next update will likely contain these new features--so look forward to that! Also, as always, let me know of any bugs and I'll squash them in future updates.

Anyway here's a list of all the changes in the current version:

-You no longer phase through part of the bridge in the Periodicals section of the World's Library.
-The hedgemaze race is now very slightly easier.
-Dying during "Mr. Beaver's Ultimate Pit Fighting Championship" now works as intended.
-Ludwig's dialogue investigation into the Abandoned Cineplex will now actually point you to the lightbulb instead of to a secret toybox.
-Descriptions for percentage-increasing equipment all follow the same standard.
-You can no longer use clean getaway on any of the fights while breaking through Turnbuckle's barricade.
-The statues in the temple in Northern King's March will now consistently reset to their default position upon reentering the temple.
-You can no longer glitch a green exclamation mark above your head when running into a teleportation circle.
-If you've already gotten a lightbulb at a location, Inspector Ludwig will no longer be able to search that location. However, he'll only be able to recognize the lightbulbs that you've gotten after this update. If you find every lightbulb before he opens his door, he'll open the door for you; this will work on any save file.
-Green exclamation encounters will now disappear when you jump off of raised platforms, meaning you will no longer be able to get into a midair encounter.
-You can no longer counter with weapons that supply buffs or heals rather than attacks.
-Golden King will now give you the appropriate amount of money if you haven't gotten all the ruby chests in the dungeon.
-You should no longer be able to open up the transformation menu when walking onto the space that triggers Grimclaw.
-Andrew should consistently appear in the cut scene at the end of the World's Library.
-Mental Clarity can no longer be used outside of battle.
-You can no longer open the menu or transformation ring if you have a green exclamation point above your head as the bird.
-Killing or startling an enemy who has mind controlled you will now remove the mind control.
-When a certain boss reaches low health and no longer has windups, he might also yowl in pain, effectively giving you a free turn.
-Enemies in King's March are now slightly weaker.
-The Squirm on the meteorite in the middle of the ocean will now give you an eradicator ray if he doesn't detect any more anomalies.
-The character portraits in Tetsuya Kawaii should no longer remain on screen for some players.
-You can no longer trigger an additional encounter by jamming the confirm button after a battle that's been triggered by letting a green exclamation point sit on the screen too long.
-Spring-Loaded Shades now make counter stance affect everyone as intended.
-Killing a boss who is accompanied by Brain Bats will now also kill the Brain Bats.
-The GECE is way less resource intensive now; crashes there should be virtually nonexistant.
-Hyde Toxin now has a more accurate description.
-Canceling the elevator in Tetsuya Kawaii and then hitting the confirm key will not make the elevator doors open and close anymore.
-Super Slap now acts as a physical attack as intended
-Encyclopedia Set now gives 300 ATK instead of 350; it also no longer gives a MAT boost.
-Light Prism now increases MAT by 150 instead of 110.
-Chainsaw now increases ATK by 125 instead of 110.
-Necronomicon now increases MAT by 165 instead of 150.. New Beta: Framerate Fixes and More:
I just added a beta branch for people who have already purchased Jimmy and the Pulsating Mass. This beta is running Jimmy through a program called mkxp, which is hopefully going to improve performance and give a few quality of life improvements. My big hope here is that if you've run into the Large Sprite Fix crash, this will fix that. At the very least, it should improve the frame rate for those people who have frame rate issues, and it gives a few quality of life fixes, like the window is now resizable and the F1 menu isn't as confusing. Let me know how it handles controller support now as well.

This is also a more up-to-date version of the game, so the majority of the outstanding bugs have been fixed here, but I'm not going to list them since this is a beta; I'll list them once I update the main client.

There are also a few known issues with the beta. Your save files might be missing the face graphics; this will fix on new games and probably when you change your characters. You'll also notice that there's a new font; the font I had wasn't compatible with mkxp, so you'll have to get used to the new one if you use the beta.

Finally, instructions! In order to switch to the beta:
-In the Steam client, right-click on the game's title from the library page and select "Properties."
-Click the "Betas" tab.
-Select "beta" from the drop down menu. There is no code.

That's it! Please let me know how it runs, especially if you've had framerate issues and/or the Large Sprite Fix crash.. 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!. New Update: More Fullscreen Options:
Last night, I updated the game. This update mainly contains several bug fixes and a few balancing issues. The largest change is a new fullscreen script. Now, if you want to fullscreen, you can hit F5 or F6 to toggle between different modes. You can still hit alt+enter to go into the old fullscreen if you prefer that. The current build ID should be 3018191.

The biggest issue that still remains is the Large Sprite Fix error. I'm hoping that the new fullscreen options fix that, but I'm thinking that they might not. I'm trying to isolate what's causing that. My roommate was one of the testers, and he got this issue a few times at different moments, and his computer is better than mine, so it's likely not an issue with your specs, but it might be related to particular graphics cards or possibly higher-refresh monitors. Regardless, that's the major thing on my radar right now, so, if that's happening to you, any information you can give me on that would be very helpful.

I've been trying to remain diligent while addressing the bugs that have been popping up. So, if anything is amiss, make sure to let me know. Thanks for playing Jimmy, and I hope you're enjoying it so far!


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