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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
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You should be in the position to get every remaining villager, so if you have all of the expanded districts, then I would probably do that. Here's a list of the late-game recruits:

-Rochfort
-Fortississimo, Melody, Fermata, Jameson (they join together)
-Sully
-Julian
-Spitz
-Holiday
-Winston
-Minerva
-BeBop Deluxe
-Seamus
-The skill teachers other than Magnus (since he's already in your town)


There are sixteen soul tears, so you're missing one. Here's a list:
Lucas, Mag, Prim, Pallance, Marina, Switch, Greta, Magnus, Gaul, Glass, Brunhilde, Clovis, Raccoon, Cyril, Rose, and Gram
Wait, Rose? How do you get Rose's soul tear? Is it the tree-bending stick?
@pthariensflame:
In a roundabout way, yeah. You can use the tree-bending stick to get past some little trees that block a path in the forest north of Mossvine. There's a little side path in the northeast of that dungeon that's "secret" (it's fairly visible, but it's one tile large and partially obscured by one of the border trees).
@pthariensflame: same
@housekeeping: i can't remember this guys:

-Rochfort
-Fortississimo, Melody, Fermata, Jameson (they join together)

thanks again!
They're all in Silver Spring, Miz.

Rochfort is in the mansion on the right in High Town (he's wandering around the inside garden) and for the other four you have to see their new production of Helios and Terra, then you can find them in the bar in the eastern section of town.
Dear Housekeeping, can you tell me where is
Walsh in Balfur and Magnus's task?
Thanks!
Sure thing!

-Walsh is in Balfur castle's dungeon. Looks like the new management didn't like him much.
-After talking to Magnus in your town, you should go to that area on the surface where you had the shared dream--this was the level right after Ivy rejoined. You'll find that Rutger's section has changed to fit Leif, so talk to the new npc there.
Wow thanks! I got them both!
Also,
I've tried so hard but I am still one person short to unlock the fishing wharves in Sanctuary,and currently I have Alan, Anne, Olson, Spoony, Richard and Marina. Where is the seventh?
You're missing:

Seamus. You have to complete Clovis's soul tear scene, then you can find Seamus by following Richmond's Odd Thing Map 4. After speaking to the frozen man, head to Odd Thing 5 and confront the old man, then head back to Odd Thing 4, get Seamus, and visit Clovis. They'll both join your town.
loved the soul tears' scenes, it was like a DLC of this game!
Thanks! That's a cool way of looking at them.
so after i watch this scenes, i can now recruit some of them and others right?
Yep. The rule of thumb: if you gain a skill after the scene, that character can be recruited.

So, you can recruit everyone except Rose, Gram, Cyril, and Raccoon.


You might have to expand your town before you can recruit some of them.
Thank you! However,
I followed your directions but when I reached Odd 5 it's just the empty cave with nothing in it.
Did I miss something?
I think you might have made a wrong turn. You actually ran into a little Easter egg:

That cave contains an enemy encounter with a frost giant that drops a strength nut; when you first meet Richmond, he gives you directions to that place first instead of where you need to go, ostensibly so that Rutger gets eaten, but he thinks better of it when threatened.

Anyway, here are the directions:
-Start at the southern entrance.
-Head north until you hit the three stones, then keep heading north.
-Once you end up at the little spring, head north two screens.
-Head east for four screens, then head south until you reach the house.
Your response is always so timely!
I followed that direction, but
after I headed east for four scenes and turn at the tree crescent, I continued south and eventually just got back to the world map. Did I miss something again?
Thanks!
housekeeping, where exactly is
spitz and winston? cant find them... thanks!
@doviqued
Ahh, sorry, I messed up a bit.

Once you make it to the spring, head north two screens, then head east until you hit the crescent of trees. THEN head east four screens and head south until you reach the house.


@Miz:
Winston's in front of the fountain in the rich area of Avishun City. Spitz is in the lake section of the Green Vein (the area with the rafts). He's actually just south of that area, but you have to take the rafts to get to him.
i think i never encountered them before... thanks!

edit:
theres some kind of new room when u finish all the cutscenes. i entered it and i had no clue to solved the puzzle. was that a connection through the cutscenes?