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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
  • 536477
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  • 5094

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Never really dual-wielded so I wouldn't know (sword and shield or two-handed weapons in my case), sorry. Pretty hard to test though, so I'd imagine Housekeeping is your best bet for an answer.

As for changing classes, as far as I know the closest you can get is giving the character gear that focuses on different stats. For example my Ivy is a bit of a spellsword hybrid with both sword and armor that give spirit, and an armored gauntlet instead of a shield that's apparently great for punching monsters in the face because it gives decent attack too. And no, it doesn't seem to count as a fist / claw weapon, really more like a shield (based on who can equip it and where).

So even if a character has both physical and magical attacks, it may just so happen that their stats only favor one of the types while the other one hits in the double digits if you're lucky - such as physical attacks on your healer, if you stack spirit on them. Other than that there are limitations in who can equip what. If there is a class system ontop of that, I didn't notice it.
Yeah, there aren't any classes per se in this game; it's all determined by the gear you can equip. For most characters, the question is either, "Do I gear towards attack or towards spirit?" For Leif, it's, "Do I gear towards attack or defense?"

With dual-wielding, VX seems to use the weapon with the worst accuracy. It might be an average of the two and I just got unlucky, but I created a weapon with zero accuracy and paired it with one with 95% and missed about eight times in a row. The attack power is combined, though.

The Sword of Shifting Mist is a high-spirit sword, so it's mainly useful if you're making Ivy more magic-oriented.

My mapping in this game is pretty bad, and that's one of the lessons I learned from making it (I also learned how to approach regular encounters better--sorry for the random encounters!). In future games, expect the mapping to be more compact and interesting, but a full-scale revamp of this one would be too big of an undertaking, especially since part of me would love to remake this game from the ground up if I'm ever in a position to consistently produce profitable commercial games.

Finally, Furipu:

For the Phobos fight, each of the clones has 120,000 HP. The original has 400,000 and makes the clones when he loses half his HP. That's one of the hardest fights in the game, so you might want to loot the Temple of the Elder Gods and craft some of the best weapons first. As far as difficulty, I'd put him as maybe the third most challenging boss behind the final boss of the Temple of the Elder Gods (there are three bosses there) and the final fight of the expert arena. The final fight of the B rank expert arena's pretty high up there, too.
Ouch, I guess I got a morale boost after beating the preceding boss and underestimated this one. Thanks for the heads up, I'll try the others first then. Just to check, what exactly is the content that's considered bonus / harder than story?

Here's what I think they are from what I know:

Temple of the Elder Gods, which I did find during story but quickly left for... shall we say, obvious reasons.
Nightmare Castle, or at the very least its latter half.
A portion of the Four Winds Bandits' Fortress, after I get the arena key and what I suspect to be Darius' key (old Avishun ruins).
And I guess the entire expert arena counts since I'm still struggling on a few regular A's.


Sounds like a lot of plunder waiting for our arrival, let's just hope it ultimately helps! xD
Yep, that's about it. The final section of the Four Winds Bandit's Fortress is on par with the final level in terms of difficulty. There's also a final stage to the Pig Arena if you want to count that.

If you're feeling like a super completionist, there are Chrono Trigger style bonus endings you get by completing the game at different points during a new game+ using the Perpetual Chaos you get in the post-game screen, which would be considered bonus content, I suppose.
Samson's doing better than I am, he breezes through that final stage you mention like it's nothing. I even replayed it to see what the money for repeating it is and wow, that could be really farmable in a pinch. And yeah I knew about those endings - even tried the earliest one out of curiosity but it was still too hard with the reduced party - maybe later when they can handle it, haha. I guess it pays off to stock up on a lot of high-end consumables before restarting, if I'm gonna go for those...
GOdDamN!!!! Rutger is hard!!, how am I gonna beat him...
I pretty damn wonder, who those people are in this world?
They all talk something like "We come here from the city to drink and then go back, by this quiet trail through the woods and caves"
Aforementioned locations are inhabited by hordes of AoE-spamming zombies, flocks of hard-hitting magical birds and so on. Are those people made of living steel?
Ummm..... nervermind... I take back what I said... I defeated him this instant that I tried again... I also found your tips helpful ;)... and I unlocked hidden shiv after I found bandit's coinpurse upon going back to get potions into that small village of snow :) tnx anyway... I can finally progress to the story XD :D Yay!!!!
LOl.... XenosHG... hahaha I actually wondered the same thing like... how the f*** do they actually pass through all that sh** ... just the characters.... going through there is hard enough... what about those normal villagers... maybe its just their random way of living... and they got used to it??... to fighting?? XD :D :)
Well seeing as they are apparently level 99, they very well might be. :P Makes one wonder why nobody else stood up like your party does. Almost like the Skyrim theory where giving children swords would give you an unstoppable army of invincible soldiers.

@Shadragon:

Which Rutger encounter do you mean? In general, lots of consumables and defensive buffs, but I'd need to know which encounter it is to tell you more. The last one is firmly in the top three hardest bosses of the storyline, in my opinion.

EDIT: Oh, you got him! Congratulations, he's one tough customer.
I also believe down the upper-right tower in balfur
Good luck finding someone that likes that guy
should be "someone who likes"
And in the library of Walsh's tower
who's work is centered here
should be "whose"

I wonder, what shelds can Cyril use - even Mage's Shield doesn't approve.

Couldn't wait any longer, so I crafted Three Plagues dagger, feels very much like my weapon of choice for now.

15-second limit is hardcore. Also, "random battles" are not entirely random - I saved exactly 6 steps before being attacked. Reloading the save changes attacking monsters, but it still happens exactly on 6th step.
Good eye, Xenos! It's so easy to overlook typos when your game ends up being so damn big, haha.

Staves count as two-handed weapons, so Cyril's out of luck in the shield department.

As for the invincible villagers, I'm just going to say that they all have naturally high agility, so they can escape from every fight on the first turn. Yes...that explains everything...

@Shadragon: That first Rutger fight is a stumbling block for a lot of players. Congrats on kicking that bastard's ass!
Any tips for endgame crafting, namely which items to even go for? I'm noticing a lot of mutually exclusive items, most notably ones that require
Estoc - both of Genghis' endgame lances, one of the staves, and I think one of the bows as well - wanted to use it for the defensive staff but that'd mean no lance at all, so I may end up getting a lance and settle for a squishier Yvette.

Right now the selection I've got my eye on is the following: Excalibur, Great Guardian, The Great Hunter and Staff of Great Wiseman. I'll check all the plans one more time but I don't think those are mutually exclusive in any way. The materials are mostly just a matter of time, though Excalibur needs
Goddess Sword, which I suspect is guarded by the Mother, who is still putting up resistence. Hoping to get past her once I get some of the other crafted items.
All of the endgame equipment is pretty solid. My first playthrough I used:

Calamity Jane
Flame Vortex
Staff of the Great Wiseman
Excalibur/Berserker's Axe


And I used this setup for my second playthrough:

Ethereal God Blade
The Great Hunter
Megaton Punch/Goblin King's Right Claw
Great Guardian


The equipment setup you're going with is kind of a hybrid between my two playthroughs that'll work pretty well. The key is picking a couple of "must haves" and then giving your other characters the best remaining options. Too, you're right about the location of the Goddess Sword.
Yeah, I know it may not be a typical set, but they're all pretty much upgrades of what I have (without decreasing any of the current stats), which seems to work for me. Thanks for the quick reply, too!
I'm lost.
After getting solomon's keycard I can't find where a locked door it should open was located.
Also, the map circles on itself.

I go from corridor

to a room with circle where 2 ghosts first summoned another ghost

> down into the next door

> in the hallway go down-right to the next door


> come out in a room with circle

> WTF turn back - go in the corridor.


I can't figure out where this door SHOULD lead TO, and can't find a way FROM there. It's closed and can only be opened by venting from the other side, before the bull demon fight at least.
Oh. It opens after you get an office key and go through a BIG summoning room.
So this door leads FROM the BIG empty room with summoning circle, but TO a small crossroad with a summmoning circle.
This can be used to quickly pass through 2 rooms without fighting: out of the big lab into a hallway > "back" into top of the first summoning room > and out of it into the elevator hall. 2 rooms in 3 steps, so full of win among the random encounters! Everything has some positive sides.
Aaaand this big room doesn't have any uses for solomon's key. obviously, it's for the 5th level.

(also, could you please share the bull demon sprite? I liked it. Where did you get them?)
Hm, that seems like an odd glitch, can't say I came across that. Sounds like you found your way through despite that though, so at least that.

And if I'm not mistaken, some sprites are in the game folder, and then Graphics/Battlers - Only one color version per enemy type, and it seems any angelic wings are missing from those, but it should be enough unless you're afraid of spoilering future enemy sprites.

EDIT: If you're going to view the folder without thumbnails to avoid spoilers, it's Behemoth.png
Hahahahah tnx guys.... :)
whew I did not expect to have more freeakingg boss fights... and I only got to lvl 23 when i went to fight with judgement so I failed miserably but I waited and kept fighting till I get to 25 and got over it yay! :)
this game is awesome XD :D..... though .....
I can't get over the fact that mint died .. so suddenly :(.. poor mint.... Did Ivy turn emo or something... I got spoiled and saw her new hairstyle thingy :D :)
its awesome though
Yeah, I just spent 4 hours leisurely researching a magical teleporting door through a room on a base devoted to research of teleporting crystals, of which the nearest diary says "they're supposed to create windows, not doors".
Maybe it's irony.

Also, could you please spoil,
which actions up to this point define future events? Love letter, I heard. What else? Is Gainer's birth missable if they don't go to the theater?
Can't think of much else, though perhaps the biggest mid-game impact of an early event is the kind of teddy bear you get Mint in Silver Spring.
Getting the best one rewards a missable item which can later be used to craft a *really* nice accessory exclusively for Ivy which will probably last you most of the game, if not all.
And doesn't Mint insist on the theater? I don't think you can skip it.