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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
  • 528541
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  • 5084

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Hey, Housekeeping, when I saw the big update I just had to go for a completely new playthrough! It's been a while so it's good to see this gem still alive and kicking!
Having the shield the whole time took getting used to, that's for sure, but it made some of the puzzles much more enjoyable since the player can just focus on them without a battle interrupting the flow. Overall I'm quite happy with the changes, though the shield doesn't quite fit the pace of the lore now... Maybe consider renaming it to something more vague until the plot advances far enough to understand what it is? I guess it's a low priority, but it's just been bugging me a bit.
And one more thing, I think I came across a bug of some kind - I was able to accidentally retrigger a previously beaten boss battle - details below.

The blood orcs that Gaul sends you to fight - retriggered much later when hunting for crafting materials for the post-story dungeons. If I had to guess, maybe clearing Gaul's soul tear scene clears that battle's flag, but who knows... Plus, the orcs weren't even around the fire - a bunch of exclamation marks just popped up where they used to be and the battle started.
Good find, Furipu. I've got it fixed in my version now, so I'll update the client when I've got a few more changes lined up.

Yeah, the shield does conflict with the lore a bit. Renaming it could fix your issues, but it otherwise fits so well that it's hard for me to change it--the only question is "How the heck did these two kids get this?" which I'm kind of okay with since the characters don't acknowledge its existence, so I'm hoping it reads more like a game feature that's been stylized to fit the story rather than actually part of the storyline.
Yeah, it probably just seemed that way to me since I knew the lore to begin with.

As for my take on how they got it - who knows how many mysterious trinkets got scattered all over the place before the game even takes place. Especially since

the chasm seems to be very close to Logos-3, judging by the rope going just past the abandoned station. The chasm could very well be the edge of the impact crater, if I read the topology right.

It's not unthinkable that Mint first picked it up as a "shiny" and later came to consider it a sort of a good luck charm without knowing what it does or how. At least that's what comes to mind first, for me.

It probably doesn't hurt anything though, especially when you put it like you did!
Oh hey, I just realized something: how does the railway station connect to the chasm? It's miles to the north of the mine!
Sounds like a problem with our civil engineering department. This is the second strike against them after that mysterious lake appeared in place of a mountain range in Sanctuary.
I'm sure Lovie would just love to explain that one. Either that, or Magnus *really* meant it when he said he wouldn't put that shovel down until the work was done.
Gaul says that blood orcs "fight till their dead", I think that should be "they're".
*replaying again with Saecillum shield*
Good catch!

Edit: In that same dialogue box, Gaul was saying, "There's these monsters called a blood orcs." My only conclusion is that Gaul had a slight aneurysm while he was talking to you.
Oliver's identity is still awesomely done.

Also, could you explain what the "mourning vine" lines are supposed to foreshadow? That everything goes down after Act 1?
Use spoiler tags, Xenos; I'll unhide your post if you do.


To answer your question, though:

Yeah, you're right. Half of it is that Mint gets idealized by Ivy (the flower that always looks beautiful in the book) so that she's always pristine in memory even though she's dead, but, as you've noted, everyone else--mainly Ivy--is pretty crippled by Mint dying so young.
Oops, sorry. My netbook was dying, and I tried to formulate a question quickly.
I've seen speculations about Pallance. How old is he, actually?

Also, about things discussed earlier, i think that Rutger's dismissing mages as powerless is in line with him being a fighter - as long as you hit a mage strong enough, he will go down quickly, and buffed Rutger at that point can OHKO most of the party. Mages are really the easiest targets, with little HP and so on.

And girls' reaction after fight with Diego.. There father just suddenly died, and they stood up and left, because they didn't like staying with his corpse, and didn't know what else to do. Even the burial part comes later than that (I think, it's in Silver Spring)
Good people just die, so why wouldn't bad people also just die?
Being a vegeterian, Mint would probably decline to eat him, I think.

As in the movie plot I've read about recently, like "torturing a man IS bad, and driving him to suicide IS murder, but when it's all AFTER he attacked you with a knife, all of this IS technically (excessive) self-defense".

And I like Furipu's explanation for the Shield mechanics.

Also, a couple map questions, 1) Is the building in the water near Solomon's Furrow the teleporter you use later? 2) So, Corona Lucis doesn't exist on overworld maps, and so isn't reachable by the universal teleporter, only through the old avishunian one? (that also isn't mentioned in the Sanctuary list, I believe)
How does Sanct. teleporter's list expand?
I kept Pallance pretty ambiguous, so he's an aspect of the game that isn't tied up with a neat little bow. He's very, very old, though. I probably should have given him a town interaction with Prim or Mag to round him out a bit now that I think about it.
Also, as far as I remember, weapon shops are broken beyond repair? It always counts weapons as one-handed, and assumes you can equip 2 of them.

I mean, when I try to buy a weapon for Gainer, for example, it shows that after equipping it he will have +85 ATK, because right now his hand if free
But the other holds 2-handed flamethrouwer. So when I equip the other weapon, it's no more than +5 atk.
And even if I exchange 2 different 2-handers, the system shows how much stronger they are than a fist, but not compares them with each other.

And if I count materials and their transformation cost, they cost much more than they give.

D's sell for 50, C's for 100, and B's for 250.
Means, their market cost if they were bought, is counted as 100, 200 and 500, respectively. But the transformation goes in geometric progression.
So, even if we buy D's for 50g each, 1 C will cost 400 (2 times more than theory), 1B will cost 2200 (4 times more), 1A will cost 9100, and 1S will cost 37300 gold, which is like 1,5 trust bonds.
So, selling any materials is like burning money to light a cigarette.

And I somehow missed the Squab bow. It's required for Birdslayer, which is already outdated and outclassed by pretty much everything, but I still miss it.

In Genevieve's last lore lecture there's "balance that's been s
truck"
Maybe add another whitespace, so it wouldn't break like this?

(and could you remind me, what happens if you come to recruit Genevieve first, before Emil? Because otherwise they both come together, and I kind of wonder.)

Statistics show that comparing this replay (now before going to labor camp) against last one (stopped before going to Polaris with Oliver) I've played half the time, and did 2/3 of the steps. Even with the occasional material- and level-grinding (I love using hi-level locations like Balfur ruins for that. 40k experience each fight is nicer than 1k) saecillum shield obviously helps.

The thing with Odd Thing Map 5 is me (and other people) counting halfway to the wrong side. It's between crescent and treasure 1, and the iceman cave is between odd thing 1 and crescent.

Also, I wonder if you actually can have 10+ nuts in the inventory. I now have 9 life, 8 mana, 9 attack, 9 defense, 7 spirit, 4 agility, and I kind of wonder if 9 is maximum unused and I lost some.
-Yeah, the equipment system is just RMVX's default thing, so that's an inherent broken thing unless I were to use a script, which I'm hesitant to do for stubborn personal reasons.

-I kept mat costs low because I didn't really want the player to sell them in the first place, but good observation; it would make sense to give them some value beyond their use in recipes.

The Squab Bow is in Snow Wolves' Pass. It's one of the items that's on the mountain with the timer and caves that you have to duck into in order to not freeze to death.

-Nice typo find. It's now fixed in my version.

-If Genevieve and Emil got together during the childhood arc, they'll always come together (Genevieve only joins when you talk to Emil; if you talk to her in the university, she'll just have some dialogue). The only way you can recruit them separately is if they don't get together, and Emil will be in Dragon's Throat.

-You can have 99 of any item, including stat-boosting nuts.
I actually don't think "parallels" is hard. I think, it's god-f*ing impossible. What are the fastest ways to kill everything? Maybe some hints? Please?
Oh damn, i got to the boss.. it's the most cruel joke I've ever seen.

I don't know why, but I can't even cheat. Maybe I'll come back 20 levels later
Right, so I replayed parallels quickly to see which boss that is...

While getting a few more levels is a good idea overall when it comes to that minigame, there actually is one thing you can do against him, and it in general helps in all the levels from there on:

Status effects (perhaps most notably paralysis) shut the chatty fellow right up, assuming you can apply them in time.

Also as a general tip for the nightmare dimensions, try to stick to one or two different skills per character, at most - that way you save valuable time on planning your turns by just using the last used skill quickly.
The verbose elocutionist isn't a cruel joke; he's my favorite enemy in the game, haha. Also, it looks like I missed some questions from you earlier, Xenos:

author=XenosHg
Also, a couple map questions, 1) Is the building in the water near Solomon's Furrow the teleporter you use later? 2) So, Corona Lucis doesn't exist on overworld maps, and so isn't reachable by the universal teleporter, only through the old avishunian one? (that also isn't mentioned in the Sanctuary list, I believe)
How does Sanct. teleporter's list expand?


1) Yep.
2) Yeah, Corona Lucis can only be reached via the Old Avishunian teleporter. You can't teleport to that teleporter since, well, you just have to walk south on the world map for a bit so it didn't seem necessary.
3) When you first get the teleporter, I believe you have access to every location but two. You unlock these locations naturally as the game progresses. They are:
-The reflecting pond, which is unlocked after you see Raccoon's Soul Tear scene.
-Ubiquity, which is unlocked as soon as you get to Ubiquity.
Yeah, he's kind of awesome, and funny, but that's also cruel.

For example, Eulalia's positioned between 2 listed teleporter locations, and can be either accessed from Balfur, or Bandit king's camp. While Corona Lucis.. I can see why it isn't too popular anymore - I once forgot where it was, completely. :)
But yes, getting there is not hard.
Oh, and it also doesn't have a save point. I already mentioned it some time before.

And again with the number of crystals. Did BK take 2 of them, or 1? Because when rutger tries to attack sanctuary, he mentions 2, and after balfur's fight, oliver says 1. Rutger cannot do math?

What were those ruins before they became Sanct.city? Why doesn't Holiday count towards Gerard's "art people"? How does Lifeblood neclace work, does it heal when you walk, or during fights? Can it counteract being poisoned?
Do agriculture|arrows|boats updates really increase food output?

When discussing upgrading the scent shop, I think they described Jarvis as "this particular gentlemEn"

Yvette describes Winston as "NobELman" when recruiting Minerva.
ALso, I juso love Minerva.
-*unchangingly nice, reasonable voice* Please, open up, say Ahhhn, you should eat something, of course you feel bad, I'm poisoning you, you dirty sack of swine shit, you would be long dead if you weren't so fat.. Oh, my schedule's loosened up. Let me enjoy this for a while.

Apart from zombie blood and other fragrance masterpieces, are there any useful things to make out of the theater minigame, or is it just there for death by maniacal laughter?

Griff's mentioning 2 chests in Polaris and 1 in Dragon throat. By "throat", does he mean both forest and swamp? In Polaris, I've taken Phase claw and Earth amulet, and now I'm kind of at a loss as to where could be any missable chests.

"Silence" blocks Gainer's magic-based attacks and heals, but doesn't affect buffs.