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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
  • 05/29/2023 03:05 PM
  • 12/01/2013
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Oh hey, if you're still doing bug fixes, I just remembered something from the early game: in the Fortress of the Four Winds, the boulders can push you into a solid area if you're hit at the very bottom of the slope, forcing you to reset. Quite an annoyance.

Edit: Oh whoops, I just read the first page of comments and apparently you already know about this. Ahaha, nevermind then.

On a completely unrelated note, I'm really digging the special boss music. The music in general has been really good; even the child arc battle music, which I thought got a little grating after a while, works really well for the pig marathon.

Edit: So I just watched Gram's soul tear.

I'm confused about the teleporter. If I remember correctly the soldiers say it was inactive for longer than anyone can remember, which means no one noticed that Gram used it? It's theoretically possible that Rose was the only person there and covered it up, but in that case why is the crystal still misaligned decades after Gram used it? Did Rose sabotage it somehow? And why did Gram use the rope and not the teleporter when he returned to the surface? There's also the question of why all the other surface teleporters are considered inactive when their crystals aren't misaligned. And wait...doesn't the central research database say that teleporters don't technically need a receiver? So shouldn't the Nexus one work fine regardless of the state of the Logos-3 crystal? Saecelium is confusing.


Also.

Apparently the soul tears are physical objects, but in that case how did Ivy get Raccoon's?


The soul tears are really good, by the way. I think I actually care more about the side characters than the protagonists now.

Double edit: Typo; after Lucas' soul tear, Yvette says "diversity" instead of "adversity".
Hello

I cannot remember where the space elevator is located. Is it between the Subterranean Megaplex and The Flying Mountain?
Griff says there are two chests there. Any hint would be appreciated.

Thanks RPGeez
@RPGeez: It's between The Flying Mountain and Ubiquity.

@argh: Sorry, I missed those edits! Glad you're digging the music; I think some of the tracks are still pretty rad, but my compositions have gotten a lot better since this project, mainly because I'm using better software and I'm not limited by the standard midi set.

Yeah, saecelium might get a little convoluted when you start dissecting it. The only reason that it's even in the game in the first place is because VX's default graphic set doesn't have any computers, consoles, or any other futuristic things, so I had to make due somehow. I'm generally more interested in constructing a world to supplement the characters than constructing a world and then adding characters to it, but I did try to make it as coherent as I could.

But! The idea behind the teleporters is that the ones connecting the continents were early models, so they both need to be active; I think this is addressed in the library on Logos-3, but I might not have made that clear enough. There are two teleporters in the game that function without needing a linked crystal and are both prototypes.

I probably should have made the other surface crystals initially misaligned in order for it to be fully coherent, and it would have made Gram's choice with the rope make more sense, but I honestly didn't even consider it.

I really didn't give a clear enough property to soul tears. In retrospect, I wish they weren't physical. I did Raccoon's first, actually, and then I had the mentors actually give them to you. It was weird to have a message just pop up that you received one, so at the time I felt like I had to have them acknowledge that they're giving you something. I'm not sure how I would handle that differently; probably just by removing the soul tears and using graphical representations of the characters appear in the soul tear locations after completing their quests or something.


I'll mark that typo down. And, thanks; some of the Soul Tear scenes were pretty fun to make. Brunhilde's is my favorite.
Ooh, just did the subterranean complex. That was a really fun dungeon. I particularly liked the part where most of the movement was teleportation-based so I didn't run into many random encounters. Great music, too.

author=Housekeeping
I think this is addressed in the library on Logos-3, but I might not have made that clear enough.


The central research database? No, all I recall from that is

an explicit statement that no teleporters require a receiver. That was the justification for the prototypes I believe; something along the lines of the "receivers" not technically being necessary and only there to provide a route back, which is what gave them the inspiration for the variable teleporters. So the idea was supposed to be that the first models did need receivers, but you lost that in the shuffle somewhere?

And you still didn't explain how the Nexus crystal got misaligned after Gram used it. :p Maybe he collapsed into it or something, so he teleported successfully but misaligned it in the process?

That's an interesting detail about the crystals being born of meta-necessity. I've heard a lot about game devs having to come up with creative workarounds for technical limitations, so it's neat to see that. I do feel you use it a bit too liberally, though; any time the plot needs some magic you just shout "saecelium fallout!" to hand-wave it. What particularly threw me was Darius being all "oh obviously saecelium can turn people into ghosts, you know that" when...no??? All we see is that it locks people into a time loop; turning people into ghosts doesn't seem to fit. Maybe if it just made him ageless and not literally an intangible spirit, but it seems like that should freeze him in time to be consistent with the Flying Mountain people. Plus Oliver saying time travel is impossible only to be immediately contradicted in Raccoon's soul tear where Solomon says "oh yeah I totally just time traveled, NBD", but I presume that one will be addressed.

Would you still have had magic spacetime-warping technology even if you went with regular computers and stuff?


Brunhilde's soul tear is pretty great, yeah. I particularly like the tongue-in-cheek descriptions of her equipment, and the gameplay section actually works because it's a preview of a later super-dungeon rather than retreading old ground.

I still seem to be missing one soul tear, by the way (middle-right on the left circle). I presume it's Rose? I imagine you get it by using the tree-bending stick, but I can't think of any place to use it on.
@argh:

Yeah, I just checked that text. Let me quote my own pseudoscience:
"By linking two saecelium crystals, space could be bent in
such a way that the activator could be instantly
transported from one crystal to another.
By using a larger set of saecelium crystals, the activator
could be transported much farther distances. These
applications are seen in the teleporters connecting each
of the Lydian continents."

It goes on to say that there doesn't need to be a receiver, but that's what I was saying about the initial technology being limited and the later technology builds and improves on it. That's the same reasoning behind the time travel--the thing about Lydian technology is that you're seeing it while it was still developing, and the recordings on the crystals are at fixed points in time, so you're getting viewpoints based on researchers at different moments in their research. Solomon's recording during Raccoon's soul tear scene is the latest thing recorded, so he's working with the latest technology.

I really don't have a reason why that crystal is misaligned. You've given lots of good potential reasons why someone would want to sabotage it, but it's something that didn't have any intent behind it when I wrote it, so if I gave a reason, it would be a lie, haha.

Darius was probably my least favorite character. I needed someone in opposition to Yvette, but I should have put more thought into who that might be. He just kind of gets the job done. I don't really mind tying him with saecelium fallout, as that's a property that has a lot of built-in mystique, but, yeah, I'd probably completely rewrite him if given the chance.

Yeah, there still would have been the spacetime stuff. Obviously, this would change a lot of what I did, but I still had that in mind at the time--mainly Ubiquity. I figured out I would need to find a workaround in the planning stages, though, so I ironed out the current plot pretty early, saecelium and all.

You're right about Rose's soul tear. Go into the forest by Mossvine. There's a break in a path towards the upper right of the dungeon. You'll use that item there.
soul tear location


Oh, thanks! I completely forgot about that. That was a nice one, though the statue graphic is bugged afterwards (the bottom half faces left but the top half faces right). And ah, so that's where this famous Temple of the Elder Gods is. I can't even get past the first puzzle, though, so I suppose I'll leave it for later.

However, on an unrelated note...

So after all that exposition about how Ubiquity can't be reached with normal teleporters, the Sanctuary teleporter can do it just fine? :p While I appreciate it from a gameplay perspective, it does seem a little silly. Might have made more sense for it to only go to the top of the space elevator.


Also, I forgot to bring this up earlier but something seems to be weird with Ivy's magic slashes. They always deal pitiful damage -- less than her regular attack, even when hitting a weakness. I'm not sure why that is, as her spirit's pretty high (~200).

(And hm, does Yvette never get stronger holy and dark spells?)
@argh:

Yeah, that makes sense. I'm going to keep the teleportation point there for convenience, but your way would make more story sense.


Ivy's magic slashes will do well if you crank out her spirit with robes, spirit-based weapons and shields, etc. Arcane Slash is potentially her hardest-hitting ability, actually. Her elemental slashes don't really hold up end game, unfortunately. VX's damage formula blows; I would have loved to have Ace's flexibility. And, yeah, holy/dark spells just have a group and single-target variant.
Umm... Do you mind if I make fan fiction of A Very Long Rope?

... Speaking of Fan Stuff... have you gotten any Fan Art?
I haven't gotten any fan art/fan fiction yet (though Mizushimi drew a few chibi character faces as a title card for one of his let's plays). You're certainly welcome to write anything you want! From my standpoint, it would be kind of surreal to see that kind of thing, but it'd be neat for sure.

Oh, also, I've been talking about doing a pretty major update to the gameplay (basically giving players the option to toggle random encounters and having treasure chests act as a way to "soft force" a small amount of grinding), and I wanted to go ahead and say that I've implemented these changes (and a bunch of others, some minor, some fairly major), but I'm not going to upload this version until I've fully tested it. Since this is essentially a game-wide change, that means I'll have to do a full playthrough, and, as most of you know, that'll take a while. So, I can't say for sure when I'll get this up, as the end of the semester is approaching, which means my grading workload is about to get pretty intense. I'll say for sure that it'll be early summer at the latest, maybe within the next few weeks if I'm lucky.
Oh, you're a professor? Neat. I'm surprised you're willing to take the time to answer our silly questions when you must be so busy!

I'm getting final dungeon vibes from Ubiquity so I've been going around doing the optional stuff and man, the A-rank solo arenas are hard! I think I can almost beat Ivy's by cheesing it with the assassin's dagger (that thing is endlessly useful), but she needs a few more level ups to get any free turns in the final round. I'm appreciating how straightforward Nightmare Castle is, especially since everything's weak to holy so Ivy is a one-woman wrecking crew. (Making me feel the lack of a stronger holy spell for Yvette, though; I'm kind of curious what motivated that decision?) I'm also noticing how expensive things are in this game, and not for the first time. I think it's probably because so many weapons are unique, so you can't sell outdated equipment. Still, I suppose that's better than the common alternative in RPGs where money is essentially worthless.

I still seem to be missing a Sanctuary recruit, though (the leftmost beach storefront), even though I'm pretty sure I've combed every town from top to bottom. I presume they're in a dungeon somewhere?
Hey argh

The leftmost beachfront store is where
Babette is. She has some very good accessories for crafting.


To Housekeeping or anyone else. I decided to play new game+.
I am curious as to where the item to turn off random battles(especially for earlier parts) A hint would be appreciated.
I am already back in my town now having finished the jail break.

Thanks RPGeez
@RPGeez: The item that cancels random encounters is the Saecelium Shield, which you get from a blue chest in the post-ending screen along with BeBop's sound chip and the Perpetual Chaos. So, you should have them, I hope.

@argh: I'm actually not a professor. After getting my master's in English (emphasis on creative writing), I just kept my GPTI gig since it lets me grade from home, so I can schedule my own hours and get summer/winter breaks off. I really want to turn game development into a legit career; I'm hoping Jimmy and the Pulsating Mass will do that for me.

Anyway, yep, you're missing Babette; she's in the accessory place in the Eastern District in Silver Spring. For that arena, if you're not already, you might consider equipping

fire resist gear


if you aren't already doing so. In retrospect, I'm not sure why there are only two light/darkness spells. I think I added them later than the others, and I made a last-minute decision to have them operate differently than the other elements. The single-target holy spell will actually do more damage than atomize on an enemy who is critically weak to holy; the multi-target holy spell will do equivalent damage to atomize. So, they're not worthless, just not as strong as the base elements.

And, yeah, I tried to make the money pretty tight so that you'd have a decision between expanding your town and keeping your equipment up-to-date. Of course, everyone goes with the town upgrades, which, let's face it, is the only legit choice.
Thanks Housekeeping

I forgot to open the blue chests. I just teleported with Rose to get those items.

Cheers
Ah, yes, I found her! I must have come across her before getting the beachfront and forgot about her. Thanks. It's possible I'm still missing some folks since there are still empty seats in the bar, but I think the town is full. That's a pretty fun sidequest overall; I really like the feeling of nation building and seeing something develop over time. (It's why the first Digimon World is one of my favorite games, despite its many, many flaws.)

When do the upgrades for Judd and Desdemonda trigger, by the way? I get the feeling I was supposed to get them earlier since I neglected the town upgrades for a little while, but maybe they're intended to be last-minute upgrades. Also,

where's Mint's Ribbon, or is that permanently missable?


I got to the end of Nightmare Castle, but Griff says there's still tons of treasure there and the door to the basement still won't open. I've checked all the rooms, but nothing happened; Brunhilde and Phobos don't mention anything when I try to talk to them, either. Is there supposed to be a hint to this somewhere?

And yeah, I'm doing the thing for Ivy's arena, but she still can't hold up against Ares' Incinerate spam. The store upgrades might be a gamechanger though, I'll have to see.

If you're going through with an update, might I request having Grundy break down higher-quality materials into lower ones as well as building up, or would that trivialize collection too much? I'm currently in an awkward position where I have tons of A-rank materials but just about everything I want requires B-rank stuff.
Hey argh

To unlock the basement in Nightmare Castle
You have to finish all of the Nightmare Dimension challenges at Phobos in Silver Spring. You will get the key to unlock gate
Believe me took me a while to finish that part.

If I remember Mint's Ribbon is
in the house where you first started the game with Ivy and Mint. You can go in the house.


I think I got that right.

Also Ivy's arena challenge I crafted a Resilient Mail which protected against fire and ice. It helped a lot for that battle.Also depending who you have in your town or how far you are into the RPG you can buy a Neutral Colors gown which is very good. Of course the Luminous Armor I think is the ultimate armor for sure.

Cheers RPGeez
RPGeez is right for the most part, but Mint's Ribbon is actually:

Found by checking Mint's grave behind their house when Ivy's in the party.


You get the upgrades for Desdemona and Judd:

As soon as you reach Ubiquity.


Also, for that arena fight:

Might want to try a lifeblood necklace, dragonskin shield, and a spirit build.


I thought about doing that for Grundy when I first implemented him, but, yeah, I like the collecting aspect. The drop rates, though, are going to be increased quite a bit.
Woo, beat Ares! I used Don't Hurt Me, which made damage negligible. Gainer's final arena is still tripping me up, but I'll get it eventually.

I also poked the final boss, and I'd like to report that the 9999 HP attack can actually be halved by guarding, making it survivable. Don't know if you want to do something about that or not.

The final boss music is stunning, by the way. Very reminiscent of the SNES and PSX RPGs.

Edit: Never mind, I need to stop spamming this place with questions and just do the treasure hunting myself. One question, though: does the Jade Snake Ring protect against instant death?
(Double posting because this is a major shift in topic from the previous)

So, I beat the final boss. It was surprisingly easy with the Ring of the Cobra (which I missed my first time through the megaplex), though maybe I just got lucky with the instant death attack, which he didn't use too often.

But even after the ending, I'm still full of questions. Wall of text incoming:

I felt the ending was really unsatisfying, in general. There are a lot of plot threads that I thought would be answered but just got dropped. How did Raccoon discover the location of the space elevator, for starters? That's something that Oliver expressed confusion about but it's never explained. Even if we're to assume he read the central research database (which he must have, but how did he get in there?), it doesn't say where the space elevator is. Solomon's Flying Mountain crystals don't have that information either. So how did he find it? I recall Oliver saying it was odd he knew how to operate the Flying Mountain, too, and the central research database doesn't have the information he would need for that.

Then there's the fact that the populace appears to worship Christianity (crosses, churches, Mass on Sundays) despite this apparently being a fantasy world with no connection to Earth. When the little girl in Balfur asked "What does this mean?" my immediate reaction was "That's a very good question, I hope we get an answer!" I kept expecting a big reveal that this was the future of our world and the Lydians were genetically modified supermen or something, but then...nothing. I presume this was another limitation of the RTP graphics, but in that case why did you include the "Mass is on Sunday" line? And how do they know what Halloween is??? o_O

And related to that, I was really confused by the tech level. At first it appears to be standard medieval fantasyland -- swords, shields, monarchies, magic -- but once we get to Silver Spring it becomes clear that the world is swimming in modern cultural and technological elements, including guns. How on Earth does medieval equipment coexist with rifles? Is the idea supposed to be that gunpowder was a very recent invention and these are supposed to be, like, 1500s-era rifles that are really unreliable? Except they have EMP generators too, which seems pretty advanced and begs the question of why they don't seem to have electricity. I presume this is another RTP limitation but it makes things really, really confusing. Even limited to the context of saecelium technology, I was confused -- I thought people didn't know about it because it was never mentioned prior to the Flying Mountain, but post-timeskip everyone's talking about it like it's no big deal. I suppose that could be explained by people learning about it after the Flying Mountain incident, but it's still not very clear.

Also... I poked fun at this in "Ask Mint", but the girls are very worldly for kids supposedly raised in isolation. Seriously, how does Ivy know what a vegetarian is? She's never heard the term. How does Mint know what dogs are? Unless Gram had a picture book of animals, she's never seen one. How does Ivy know about taxes, governance, and changing public policy (which she does, judging by her reaction to the teddy bear sidequest in Silver Spring)? There is some wiggle room in that Gram must have taught them some things, but he must have given them a very elaborate education to cover all these things that he never intended for them to have to deal with in the first place. Basically, they act like people from our world transplanted to a fantastic setting, not isolated people being exposed to the world for the first time. The girls (well, Mint) do react with awe and confusion to the fantastic elements, but not to mundane things that should be equally new. There's a lot of potential in characters like Mint and Ivy, so I was disappointed the story went with the easy route of just making them audience surrogates.

Finally... I'm pretty baffled how you expect players to have any sympathy for Raccoon after revealing that his motives were 100% purely selfish. When I saw the soul tear I thought that he had gone to Ubiquity to confront Solomon, and that there was going to be some epic showdown between the two well-intentioned extremists that would end with blowing up Ubiquity to mercy kill them or something. But he just did it because he wanted to be immortal? I don't want to save someone who worked hundreds of people to death for his own self-interest, especially when going about it in such an inhumane manner was completely unnecessary. Why does he even want to prolong his life in the first place when he's suicidally depressed and places no value on his own life? Did he think that ascending to godhood would make him feel better?

It's also not clear how Raccoon changed so much in the first place. I presume you wanted it to be ambiguous, but he still shows such an extreme change in personality, even one year afterwards (according to Gaul's soul tear). How did he go from vowing to protect Yvette to such extreme nihilism? I expected Solomon's crystals to have been some really freaky, world-shattering stuff, but "your ancestors were from the distant past" is really, really tame; moreso than people trapped in endless loops, I would say. I find it hard to believe that that alone would be enough to warp his mind. Is the idea supposed to be that he was thrown by Mint's death even more than Ivy was? That's not very clear, given that he interacted with Yvette a lot more.


Possibly some of these questions are answered in the alternate endings (assuming they're actually plot-relevant and not joke endings like in Chrono Trigger), in which case disregard my concerns, but there were still a lot of really jarring moments.
Hey, argh, I missed your old edit. The Jade Snake Ring doesn't prevent instant death, but you can buy an accessory that prevents instant death in Balfur.

-Raccoon had thirty years to find the space elevator. How he found the space elevator wasn't very interesting drama to me in terms of the character and central theme, so I didn't focus on it, but I gave him the time to find it offscreen.

-Yeah, the crosses are RTP; plus, Christian iconography is a shortcut that reads "religion." I don't mind including things like "Halloween," mainly because I don't like getting so far away from our own culture that it becomes harder to connect with. When you completely divorce the writing from our culture, you're backed into a corner where you either have to constantly explain or just "show and mystify." I probably could have gone with the latter in retrospect, but at the time I just dropped that kind of stuff in; I don't think I was focusing on immersion as much as I was thinking about snappy dialogue.

-Partially the technology mix is there because it's a jRPG and I didn't think about it much--this is why higher tech weapons are in shops. Part of it is because you have two different eras of technology juxtaposed at the same time in the world's timeline. So, the majority of people haven't adopted newer technology, but forward thinkers like Gainer and Switch have. And, yeah, I tried to let that stuff show up more after the thirty year gap to show that the world is adopting new technology more quickly as the importance of religion diminishes.

-I don't know if I'd call Mint and Ivy audience surrogates. Burial traditions, for example, is something mundane that's foreign to Ivy and addressed in the dialogue. I'm not sure when Ivy used the word "vegetarian." I think it was to Yvette while they were eating fish in Berial Brymme, which gave Ivy the time to learn the term after the concept of eating meat was introduced to them in Cyril's house; I never had Cyril say, "Mint must be a vegetarian," though, so I understand why you'd want that in the forefront. Constantly having to learn terms the player is already familiar with is boring dialogue. It can be novel and interesting in moderation, which is what I tried to do with the burial scene in particular: focus on the things that count. I did probably break voice with the Silver Spring subquest, though. And, yeah, they learned a lot from Gram.

-I'll answer both your Raccoon questions in this paragraph. One of the central themes of the game is isolation. Both Ivy and Raccoon have essentially been isolated their entire lives. Raccoon spent his childhood being ostracized by his peers (and implicitly from his family at birth). He had a brief mother figure in Rose and friendship with the party, but, after Mint died, he lost them, too. Raccoon learned two things from the Flying Mountain that were important: 1) Life is short, fragile, and meaningless. Not only did Mint die, but he knew that entire populations were wiped out in an instant in the past--he knew that whatever he did, considering the grand scale of time, wouldn't really matter in the long run, which is a sentiment he expressed when he first met Ivy after the time gap. 2) He learned that there was actually a way to make his life matter. Immortality to him wasn't about power, it was about having a life with meaning. He wanted Ivy--the one person on the planet who he felt understood what it meant to be ostracized as much as him--to come with him, but she denied him (without really knowing exactly what he was asking of her). Raccoon knew his actions were deplorable, but he was dedicated to making some meaning out of his life. Raccoon is clearly in the wrong, but I think most players will sympathize with him because of his backstory, motivations, and demeanor. It's similar to some serial killers. Ed Gein, for instance, was severely isolated during childhood and had no regard for human life; it's a different mindset that's clearly wrong, but it's understandable to a degree. That's what I was going for, at any rate.

As far as the ending being unsatisfying, I'm sorry you felt that way. I like endings that are punchy and end on an image. For this game, giving Ivy closure was the most important thing for the story, and that's what I wanted to focus on. There was a lot of world building in this game, but my focus is always on what's best for the characters.


The alternate endings are similar to Chrono Trigger in that they're "what if" endings. There's only one joke ending; the rest deal with what would happen to the characters if the game were ended at that point in the story. Actually, even the joke ending makes sense for when it occurs in the storyline; it's just more comedic.