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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
  • 530841
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  • 5086

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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.
Gaul says that blood orcs "fight till their dead", I think that should be "they're".
*replaying again with Saecillum shield*
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.
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.
Oh hey, I just realized something: how does the railway station connect to the chasm? It's miles to the north of the mine!
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!
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.
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.
Thanks!

Yeah, there's no toilets in the RTP.

Sylvia was just pregnant, so they hadn't thought of a name yet. I would have included it if they had.

I probably should have put a control room in MUB-5 now that you mention it; just assume there's one that the players don't access. I did include a room in Solomon's Trail with a bunch of crystals floating in place that was supposed to represent the saecelium configuration that was keeping the continent floating, though. MUB-5's would have looked similar to that.
Oh! Congrats on this being a Hidden Gem!

Hmm... Just realized... there are no toilets... I think... Based on how much detail you put everywhere else, I guess it's 'cause there's no toilet resources?


What did Silvia and Solomon name their kid? Or did they not think of a name yet?

How is MUB-5 piloted? Do you use the God's Eye platform to pilot it? Or is there some room/section that we don't see, perhaps connected to the rest of the place through the roof of MUB-5 somehow? (We never see all of the roof... Huh.)
author=suplexedatrain
Hello, just noticed your update. Can I transfer the save file from the previous version? My party was Rutger, Gainer, Ivy and Oliver. The mission was finding Ivy.


Yes, you can move your save file over. Just copy and paste it into the same directory.
author=Malandy
Since Mint isn't being as helpful as I'd hoped, but is still funny, which is great! ... I'm gonna ask you, Housekeeping... "What Hogwarts House would everyone be sorted in?" Or is this one of those too off-topic, or 'Death of the Author' things?

I think the heroes would all be Gryffindor, since Gryffindor's virtues are basically just a list of protagonist traits (except for Lief, who is obviously Hufflepuff). The only possible exception is Ivy since she's not very proactive, but she seems too asocial to be Hufflepuff and doesn't fit the other two at all.

Come to think about it, Gebhart might be Gryffindor. Self-righteousness, bravery, strength, virtuosity, steadfastness... He ticks all the boxes, really.

And Slytherin is all about how ambition is so very, very evil, so I think


Raccoon

would technically fit into it, since he's one of the most proactive characters. Given his whole schtick is being inhuman and empty, though, he probably wouldn't fit into any.

But we're ignoring the real question, which is what their gemsonas would be
Hello, just noticed your update. Can I transfer the save file from the previous version? My party was Rutger, Gainer, Ivy and Oliver. The mission was finding Ivy.
@Malandy: To tell you the truth, I'm only passingly familiar with the Harry Potter house system, so you'd probably be better at categorizing them than me, haha.
Since Mint isn't being as helpful as I'd hoped, but is still funny, which is great! ... I'm gonna ask you, Housekeeping... "What Hogwarts House would everyone be sorted in?" Or is this one of those too off-topic, or 'Death of the Author' things?

If so, then I'm sorry...

Or is it obvious and I'm not seeing it? Incomplete Guesses below... (I'm literally trying to put everyone that's got a portrait... into a House.)

Rutger is obviously a Ambitious Slytherin... How did I not realize that...

Young Ivy's a Brave Gryffindor...

Old Ivy... Dunno? Still a Gryffindor, but more jaded than her younger self?

Mint... Self-Sacrificing Gryffindor or a Kind and Fair Hufflepuff?

Raccoon... Dunno...

Young Yvette... Dunno...

Lief: Brave Gryffindor

Queen Claire: Unafraid of Toil Hufflepuff?

Queen Yvette: Ditto...

Solomon: Scientist Ravenclaw...

Switch and Gunther: Scientist Ravenclaws...

Mag: ...?

Prim: Self-Sacrificing Gryffindor

Griff: ...?

Ruby: ...?

Brooke: ...?

Holiday: ...? Rebellious Slytherin?


I haven't attributed any to them, but you can assume that everyone has one, i.e. it's normal to have a surname in the game's world. Raccoon wouldn't have one, though. Or Oliver.
author=Housekeeping
I'm not sure I understand what you're asking regarding Rose's appearance. If you're thinking about her "hiding in plain sight," then, yeah, I guess she's close enough to other Lydians in appearance to possibly do that. There'd still be a massive manhunt for her, though, so it would be a tense life.


Yeah, that's what I meant... Thanks!

Does anyone have surnames, other than Mr.Coriligano (sic?)
The lance can be made from a recipe that you buy in Silver Spring. The lock-on target is in Solomon's Trail (the dungeon you can enter in Solomon's Furrow). It's in the second room that you can speed up/slow down.
material i am have , but i am dont where is find .
ex : spear : where is lance ?
2 hand sword : in reicipes furious wolf : where is lock-on taget?
i am find all city i am dont find them