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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
  • 527946
  • 48
  • 5078

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Man, that question. Here's my best response:

It's what the story's about. I know that sounds like a cop out, but the further you get, the more sense that should make. I'm sorry, though! I was really sad to have to do it!
Housekeeping i made some photos (which is my thumbnails in videos) of your game. Would you mind if a share it here?
Sure, feel free to share anything about the game you want--that goes for everyone!
house keeping,
just noticed that there were two graves and i feel like i was spaced out when i read the name. nevertheless, got moved on. :D btw did u have fb or twitter so i could directly ask for this game?


and hey i just want to know how far did i got now so can you please scale my gameplay into 1-10?. last scale was 2/10. i also feel like im getting busier than ever. (also to get prepare for future vids.) thanks!
@pthariensflame:
Sweet! A Very Long Rope has a bit of a barrier to entry, but it's been spreading slowly thanks to word of mouth. I'll take any I can get!

@Mizushimi:
I don't have a Twitter; I do have a Facebook, but I want to keep it personal. I'm always happy to answer questions on here, though! You're probably at a solid 4/10 right now. Also...
You might want to check those graves again when you have Ivy in your party, hint hint hint.
@housekeeping

waah... i see. thanks btw!

i guess there will be a cutscene or something that will going on and it makes me very very excited!
I need help beating the
Crystal Monster (boss of the mines)
. I don't know what to do here. I seem to keep getting taken down in three or four rounds. Am I just not a high enough level? (All three characters are at level 24 right now.) Is there some strategy I should use?
Here's a couple of tips:

-Gainer's going to be your heavy hitter with Blast Shot, so make sure his strength is buffed.
-Gainer can equip Oliver's electro cannon for an attack increase. He can also equip a water cannon that you can get earlier in the mine that's an even better option (Take the cart back a room from the four-switch puzzle).
-Oliver can equip staves, which will make him a better healer.
-You can cast Soul Engine on Oliver, which will also increase his healing power.
-Rutger gets Shout at 25 and Gainer gets Soul Engine at 25, which should make keeping your buff cycle up a lot easier, but it might not be necessary to beat the boss.
Thanks for the tips! I managed to move past there, and am now similarly stuck on
the Burrowers in Logos-3
. All characters are at level 29 now, and I keep getting killed in the first two rounds, literally.
The Burrowers buff themselves and then immediately destroy me. They consistently do damage in the 1500-ish range when buffed, which gives me no chance to retaliate.


Sorry for needing help like this; I would normally not ask, but this is one of the hardest RPGs I've ever played (which makes it all the better, IMO, but still...).
author=pthariensflame
Thanks for the tips! I managed to move past there, and am now similarly stuck on
the Burrowers in Logos-3
. All characters are at level 29 now, and I keep getting killed in the first two rounds, literally.
The Burrowers buff themselves and then immediately destroy me. They consistently do damage in the 1500-ish range when buffed, which gives me no chance to retaliate.


Sorry for needing help like this; I would normally not ask, but this is one of the hardest RPGs I've ever played (which makes it all the better, IMO, but still...).


I just did a level 29 low-gear fight for that one. It's possible, but you're going to have to rely on the RNG a bit too much. Honestly, I need to redesign that fight so it's less luck and more planning, which I'll do for the next update. In the meantime, here's the strategy I used:

-Have Ivy wide swing every turn.
-On the first turn, cast soul engine and quantum clock on Oliver with Oliver and Gainer.
-If anyone is missing hp, Oliver should cast vitalize. He's about as fast as the Burrowers, so sometimes they'll still attack beforehand, but often you'll get a vitalize off before they attack.
-Gainer should cast blast shot on one of them. You should use HP vacuum if he's lost more life than Oliver can heal in a turn. You can also use HP vacuum in place of blast shot, but it's not a bad idea to put a little extra damage on one of them, as the fight gets a lot easier with one dead. You could similarly concentrate on one with Ivy, but the damage difference isn't that significant.
-If Oliver loses either of his buffs, rebuff him with Gainer. Prioritize soul engine.
-Have Rutger cast shout on Ivy the first turn.
-Every other turn, let Rutger act as a pinch healer with high tonics since he's so fast. Do this only for characters who have lost less life than Oliver can heal. Otherwise, buff Gainer with shout. Prioritize shouting and cleaving with Rutger last.
-If you hit 30, you'll get wide swing with Rutger. I'm not sure how useful this would be since he's mostly going to be a support role.


Assuming you have better gear with your characters (which you should--I was using an estoc on Ivy and no one had accessories), then you should be able to beat it more easily than I did, but, like I said, this fight's going to depend too much on the RNG and I need to address that. I also only used free death passes and high tonics, so if you have any VIP free death passes or perfumes (like the scent of muckroot) you could have a better go at it.
Thanks for the tips, Housekeeping! :)

I made it past there and got somewhat farther before running into an actual, honest-to-goodness glitch:
this happened immediately upon entry to the second level down of the complex under Solomon's Furrow.
Luckily, I had saved close to then, but it definitely needs to be fixed!
author=pthariensflame
Thanks for the tips, Housekeeping! :)

I made it past there and got somewhat farther before running into an actual, honest-to-goodness glitch:
this happened immediately upon entry to the second level down of the complex under Solomon's Furrow.
Luckily, I had saved close to then, but it definitely needs to be fixed!


yo. housekeeping what if we encounter more than just like this? re download the game a copy your old save folders to the new one?
Thanks for the heads-up, pthariensflame. I updated the client. Fun fact: that glitch only occurs if you change the room's speed, which is why I missed the damn thing.

@Mizushimi: Yeah, download the latest version and move the old save files over.
@Housekeeping: i always forgot to tell u this. some places (if u watch my videos, as long as i remember, there was 4 places) that i encountered are 'lag', is it the game or my processor?
There used to be some frame rate drops in a few spots for me (the spike room in the Path of Gods comes to mind), but I think those run fine on my computer now, so I think it might be your computer whenever there are too many events on screen. Nothing should impact the gameplay significantly, but if it does, let me know!
I wouldn't say it "impacts the gameplay significatly" (other than making it slow as hell), but the
blue-flame puzzle on the cult island
lagged so much for me that I was consistently getting 2-3 frames per second; that only applied while not in battle, though (battles brought me back up to 60 FPS until they ended).
I'll see what I can do about that one; I'm sure I can at least reduce the problem on one or two of them.
I'm now stuck on
Oliver atop Avishun palace
. I've been killed 23 times at this point, and each time
he takes me down near-instantly by using Phase Shifter on his first turn
. Any tips? Thanks for all the help, and sorry to have to need it!
Man, you're hauling through the game.

-At that point in the game, doing subquests is going to have a pretty major impact on your characters. There are a lot of potential skills and equipment that could factor into your strategy, and you're stuck in that dungeon, so this is going to be a weird one to help with. If the below tips aren't enough, you might want to give me some specifics with what bonus skills you've learned, what level you are, and your equipment setup.
-The different ways to gear your character will also have an impact, so you can try mixing things up. If you have a decent bow and robes, you might consider using a high-spirit Gainer as a secondary healer (if he's at least 38).
-Oliver will phase shift every five turns. Since spirit is your magic offense and defense, you should prioritize removing that with Gainer's soul engine and buffing spirit for your casters in the meantime. I have no idea what level you are, but if you're 50, Gainer gets a group spirit buff. I'm thinking you won't be near that, though.
-However, Oliver's only spirit-based move is when he releases an electrical discharge, which doesn't hit that hard--EMP generator is the move that hurts, and it's attack-based. So, keep everyone's health high. Again, maybe switching Gainer to bows and other spirit gear would be a good failsafe.
-Leif's pretty meaty, so don't worry about buffing his spirit or attack. Use him to boost your physical attackers. I'd also use him as an item user and, if nothing else, a defense booster for your mushier characters.
-If you don't have anti-paralysis equipment on at least your healers, you could be in trouble. Also, just a tip for the future: once you build the shopping center to the third area, getting Esther in Avishun should be a priority, as she sells a dress that nullifies status effects.
-If you got the rubber gloves in Solomon's Trail (the area where you glitched out at), then putting those on your primary healer might not be a bad idea, either, as they'll cut EMP's damage in half.

That's about all I can think of offhand. Again, if those strategies aren't enough, let me know what you're working with and I can run a test battle.