• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
The rope winds from the clouds like the long-dried trail of a giant's tear. It whips in the arid wind, down the birdless sky, and into the open mouth of the ravine that splits the dead land. Down and down it goes, the sky darkening to a pinpoint of light above it. This is the sky that Ivy knows.

Ivy and her sister, Mint, peer further into the ravine. It has been one day since their father stopped moving. A dandelion sprouts from the parched earth like hands clasped together in prayer. It is the only living thing they've seen in this dead world. A growl echoes off the cliff walls. Maybe not the only thing.

Sometimes Ivy dreams of a sky that covers everything. When she awakes, she hates herself for still having the dreams of a child. She's fourteen, now, her sister twelve. The rope stretches up above them, up, up, up, further than young eyes can see.

Features:
-Character-centric storyline
-50+ hours of gameplay
-Challenging boss battles
-Original music
-Different equipment sets that modify the ways characters play
-A crafting system featuring over 100 pieces of unique equipment
-LOTS of side quests
-Puzzles that spice up dungeon design
-Recruit an odd assortment of townspeople and pass legislation to develop your own village
-Raise a pig to compete in the Pig Arena and win prizes
-New game+ feature that includes multiple bonus endings--a mechanic I blatantly stole from Chrono Trigger

Latest Blog

Major Update

I've been hinting here and there about wanting to update A Very Long Rope, and I finally got off my ass and did it. I made quite a few changes, and I'll list them below, but I want to talk about the most major one in depth. When I made A Very Long Rope, my goal was to make a game with a strong story, and a lot of the other aspects got brushed aside. This was going to be my way to segue into the community and hopefully find some other people interested in working together. Since then, I've shifted my perspective and focused more on things like design and aesthetics, which this game doesn't really care much about, unfortunately.

So, the update. The chief annoyance I've been hearing about A Very Long Rope is the dungeon design--mainly, levels are way too big, and the random encounters serve to make things worse. So, this update adds an item to your inventory that toggles enemy encounters. This item was available in the game before, but the only way to get it was to beat the game (players who have done this know I'm talking about the saecelium shield). Now, this item is given to the player at the very beginning, meaning you don't have to fight a single random encounter anymore.

Of course, since bosses exist, you'll still need to gain experience. In order to incentivize getting a good amount of experience before each boss, I've made several treasure chests need a currency called "victory points" in order to open them. Basically, you get a single victory point for every enemy you defeat in a battle (other than bosses). Victory points are dependent based on the dungeon, so the ones you earn in the first dungeon will only work in that dungeon. The cost of opening chests is higher depending on what's inside the chest, so you might need to spend between 2-6 points in order to open each of these special chests.

I've also doubled the experience, gold, and item drops from monsters. The net effect here is that if you open every single locked chest, you'll end up fighting about half of the encounters that you would have if you just left random encounters on. I did a full playthrough and felt that these locked chests provided short-term goals that kept me more interested while exploring; I hope they do that for you, too!

Here's the full list of changes:

-Reduced crit damage from triple to double
-Stat cap increased to 9999 (will mainly affect buff stacking)
-Berserk no longer sucks
-One-touch Sprint
-First agricultural upgrade requires three people instead of five.
-Escape rate now a flat 60%
-Added a way to get out of the Goddess Tower if you don't have a portable transceiver
-Fixed a few typos/graphical glitches/small things I don't remember
-Rare drop rates have been increased significantly
-Gold/XP/Drop Rates doubled
-Findable equipment that could be used in recipes is now sold as recipes in your town along with the regular recipes.
-Saecelium Shield now added at the beginning of the game. Players can use their old data and find a Saeclium Shield in a number of places within a blue chest (such as the entrance to your town, on the world map, or next to the save point in Old Town); the blue chests will disappear upon opening one.
-Most chests are now "locked." Gain Victory Points from defeating random mobs in a dungeon to open locked chests. Victory Points are specific to each dungeon.
-Locked chests are weighted based on how good the item is. 2 VP is a potion, 3 VP is gold, a good potion, or monster mats, 4 VP are great potions and large sums of gold, 5 VP are stat-boosting items or rare monster mats, 6 VP are equipment.
-Chests that aren't near easy grinding spots (e.g. chests in certain puzzles, chests in towns) will never be locked. Several other random chests in dungeons will also not be locked.
-Arena fights now give experience
-Can now use saecelium shield during soul tear scenes
-Only need to find the wolf four times instead of nine (what was I thinking?!) in Marina's soul tear scene.


That's it! Oh, and make sure to subscribe to my new project: Jimmy and the Pulsating Mass.
  • Completed
  • Housekeeping
  • RPG Maker VX
  • RPG
  • 11/26/2013 04:56 PM
  • 04/18/2024 04:57 PM
  • 12/01/2013
  • 530085
  • 48
  • 5086

Tags

Posts

unity
You're magical to me.
12540
I'm slowly but surely making my way through the game and enjoying every minute of it.

Spoiler:

I KNEW something bad would happen when they got to Balfur!


Anyway, I may have to write my first review ever after I finish this game.
I'm glad it's still engaging you! And, yeah, I'd totally love to get a review--any attention this game could get would be great. Now that I've got some time off, I'll probably be playing some more games and firing off reviews (just submitted one a second ago).
Me again~ I'm eleven hours in and loving it! Got a few frustrations with Rutger's boss, though... D: Any tips on how to beat him? His attacks are too powerful and the healing tonics only heal 500 hp, which means you have to use at least 2 to fully patch up from the attacks. Do my characters simply need to level up? They're at level 21/22 right now... I've started keeping a tally of how many times he killed me. So far it's been twelve in a row, ;P Sorry if I come across as whiny, I'm just frustrated because I want to progress with the story!
You should be a high enough level at this point. Here's the strategy I would use:

-Have Cyril and Ivy use their group attacks until the two soldiers die.
-Have Mint use vitalize every turn--including the first, since Rutger's faster.
-Buff Ivy's attack with Leif, and then start buffing everyone's defense--use items with him where needed.
-Once Rutger's two soldiers die (preferably simultaneously), just guard and heal for three turns until Rutger's buffs wear off, then he should be pretty easy.
-Alternatively, status effects will work on the soldiers, so confusing, sleeping, or paralyzing them is an option.


Let me know how it goes!
Thanks so much! Got it in two tries! I'm so excited to see what happens next. :D
unity
You're magical to me.
12540
I've been playing for hours in a row and gotten farther. Major spoilers, please don't read if you haven't played the game:

We beat the head of the church and his grim-reaper friend, and then... Mint collapsed again, and then...

...Wait... She's not waking up. ...And two of the people we met in the big city earlier had a kid, and we're going through his life...

Now he's run away and is a soldier in this new organization. He, the former enemy general, and the man who put on plays in that same city become the current party, and are looking for Ivy. And then I read the grave.

Mint's... dead!? Damn. Damn, that's harsh. We didn't get to see the impact her death made on everyone's lives (not yet, at least), and... she's just gone, it seems.

That point made me have to play further immediately to see what had happened. To find Ivy and see what had become of her.

The mines were a fun dungeon with the track-switching mechanic. But the boss of the mines was a bit frustrating. The crystal beast has the ability to hit harder than Oliver can heal in a turn, and to unleash a move that damages everyone and can stun them for a turn. He has a ton of HP. But the frustrating part is the fact that when he ups his defense, you can't hurt him unless you've upped your attack. It became a long slog of "hurt him, survive while his defense is up, keep healing, and keep upping my attack so I can hurt him some more." I was so thankful when he finally perished after several tries.

But I didn't realize an even tougher battle was around the corner. In the warped pink and purple area, you reach a point where there are a bunch of skeletons and undead fiends rise from them.

This is the big battle when Ivy rejoins the party. This is also a battle with a ton of enemies, each one of them seemingly immune to any status effects and all possessing powerful magic and the sleep spell.

Unfortunately, I only had one accessory that blocked sleep, and Ivy still had the cloak Mint had knitted her and not a sleep-blocker. I played this battle over and over. The silhouettes would put key party members to sleep and then slay them, and then overpower me and then it was all over. I'd buff Ivy's attack and speed, and she'd get put to sleep. I'd use a Remedy on her, and then a silhouette would send her right back to sleep.

I think I only eventually won by luck, as on my winning attempt, the Silhouettes kept trying to put to sleep the one person with the anti-sleep accessory, and by using Ivy's cross slash and a ton of HP Vacuum attacks, the last of the bastards finally went down for the count.

Between the 30+ year timeskip, Mint's death, and the frustrating battles, I'm feeling a little uneasy about this part of the game. But I'm still really invested in the story, so I shall keep at it and see what lies ahead.
Glad you're sticking with it. Spoilers ahead:

Mint's death is going to majorly impact the characters, particularly Ivy, as you've probably seen already. You can buy sleep accessories at the merchant that hangs out outside of the mine, but that's sort of a moot point since you made it past that one; I do that fight without anti-sleep accessories, too. Also, not sure if you're doing this, but Oliver can equip staves, which makes him a better healer.
Marrend
Guardian of the Description Thread
21781
author=Housekeeping
Yvette says:
It's no big surprise I'm a breakout star. If it were up to me, this game would be called "Yvette's Magical Unicorn Adventure." They had to can the idea in pre-production because we spent all our money buying a real, live unicorn. It was really sad to have to let all the cast and crew go. That unicorn was delicious, though.



Holy hell, this is exactly the kind of thing I wanted to do for Okiku, Star Apprentice! Well. Looks like I might need to edit a few posts...
unity
You're magical to me.
12540
Really digging the new battle tune, by the way. :D

author=Marrend
Holy hell, this is exactly the kind of thing I wanted to do for Okiku, Star Apprentice! Well. Looks like I might need to edit a few posts...


You mean responding in-character to posts? I don't see why you both can't do it.
Marrend
Guardian of the Description Thread
21781
I was referring to the formatting of those posts more than anything else. Though, yeah, I don't see why I shouldn't also be able do it. With that gamepage, anyway.

*Edit: I should put this on my playlist...
Getting the formatting like that was a lot wonkier than I'd expect. You have to set up a table to allow the image to be adjacent to the text instead of under it, which took me a while to figure out, but I HAD to do it.

author=unity
Really digging the new battle tune, by the way. :D

Yes! I got mixed feedback from my friends, but I thought it was really sweet.

The very annoying first dungeon nearly caused me to give up in the vain hope that the game would improve. Sluggish, I lingered on, and so far I'm glad I did. I've played two hours non-stop, and now have entered the forest.

So my current thoughts on this so far (will wait on an actual review until I've finished the game):

Quite intriguing of a story, well written, and unique. The game has a sort of 8 bit / 16 bit charm, which would have probably been improved upon if you had used more retro style resources. The audio is quite good. I'm not sure if they're custom or borrowed, but the fact that I can't identify the tracks (so far) makes them stand out more. The story really drives the game more so than anything else.

The downside is the mapping could use a lot of work. It's not terrible, just rather plain. The upside is it's still easy to tell where to go, so it's not like there was zero thought put into it. The battles are a bit hack n' slash for the most part. Again, this isn't really a bad thing, just that the two boss fights so far didn't really have much strategy. But the big letdown is that first dungeon. Outside of it, it's a pretty good game.

My advice:

If you must make any changes, make the first dungeon less tedious. Assuming there's plenty of others like me who didn't enjoy the first dungeon for being so tedious, there could be that many people missing out on an otherwise great game, especially if they decided not to stick with it as long as I have.

Question:

What do I do with all those animal parts? I'm thinking they're supposed to be sold, but I wanted to check before doing that and finding out they're needed for some sort of crafting later on.
The music was all made by me for the game, so I'm glad you're liking the soundtrack so far. Same with the story--those are my two marketable traits, haha. Sorry you found the first dungeon tedious. Was it that final switch puzzle?

All the materials can either be sold or used to craft equipment (crafting equipment is probably the better idea). The first equipment recipes are available in the next town. After a certain point, you'll be able to convert materials to higher quality, so they're worth hoarding instead of selling unless you're really short on cash.
Gotcha. I'll keep the materials until I can craft then.

Yes, I do believe it was the final puzzle that got to me. I think it was too much for the first dungeon, when it would have probably been better served for later dungeons. Everything else up to that point was actually fine, though, and I didn't mind the switch puzzle in the area prior, just that particular room it started to become exhausting.

It's something to keep in mind for future projects, especially since there's not much investment into the game and story at this point, so there's really nothing to help prevent people from quitting if they're bored or frustrated early on.
Yeah, that's a good point. Do you think that changing it so that you would only have to figure out the lie/truth portion would be simple enough for that room, or do you think it just needs to be done away with entirely?
I really can't say either way. Like I said, I pushed through it, and now I'm invested enough to continue. However, having the switches and the doors together on that final puzzle (without being divided by the water) would probably make it less cumbersome. That way, if people open the wrong door, they don't have to go back a couple screens.

I guess it ultimately depends on how many (like me) have pushed through it enough, and how many have given up. Personally, it may not be a big enough deal to worry about for this game, and just something to take away from it as a "lesson learned" for future projects. But if you are getting a lot of complaints about it (not just from here, but from other sites as well) you may want to change it up.
I've had a couple of people showing irritation about that section, so I'll probably modify it for the next update, but it's not going to be a high priority thing. Thanks for the feedback!
unity
You're magical to me.
12540
More spoilers:

It's good to see that Yvette, my favorite character, is still awesome after thirty years. Just got her and Leif back.
Spoiler-

...it's been two days since Mint died and I'm still upset. Can we start a support group or something?
unity
You're magical to me.
12540
author=Annazel
Spoiler-

...it's been two days since Mint died and I'm still upset. Can we start a support group or something?


'Nother spoiler:

I know! ;_; Her death hit me really hard, too!