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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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Thanks, Furipu! When I say more polish, I mean across the board. A Very Long Rope uses mostly RTP graphics; the game I'm working on will have mostly custom graphics, which gives me a lot more control over what I can convey. Music will be higher quality, both in terms of production value and composition. The gameplay especially is going to be much stronger; there's going to be more thought behind battle mechanics, stat progression, level design, etc. A Very Long Rope was my first real game (unless you count the game I made in high school on the playstation version of RPG Maker, but that's better left forgotten, haha), so while I'm proud of aspects of it--the story/characters more than anything--I've learned a lot about the engine and game development in general since I worked on it, and I'm really itching to deliver something great!

And, yes, it's going to be an RPG. I like all kinds of games, but that's where my heart is.
Housekeeping,
when you go to Balfur to fight Rutger,Oliver says that theres no turning back once we enter.But i had so much trouble with Rutger that i escaped back to Sanctuary.And played around for maybe 5 hours to fix things(all my question before for example) and be stronger.When i go to the castle again I fight the 2 guards again then the screen turns black and only Ivy saying:We have to stop Rutger ,is showing up.it freezes sort of.The music plays on but nothing more.just black.What im saying is you should fix so you really cant leave the castle with the transceiver.Maybe hard to do and i got my warning but still its hard to miss all hours.But i had it in mind so i have one save before i left so its just to keep fighting him now or start over(!) .
Ok, Housekeeping, you definitely got me intrigued and I'll be looking forward to it, but whatever people say - don't rush perfection, it'll be done when it's done! ^^

@kenlan
Interesting, i never even tried to leave there... I think you're supposed to
do any training you need to beat him in the castle itself - the random encounters give XP and cash, and Oliver offers some basic wares, including fairly good gear.
Kenlan--I'll look into that right away.

@Furipu: Yeah, it's going to be a while before it'll be done. I'm still really early in development at the moment.

Edit: Found the problem. I actually did disable the portable transceiver in there, but I only did it on one of the entrances to Balfur for some reason (the entrance is two tiles wide). I fixed it and uploaded the most recent version.
Excuse me, I
beat the assassin after teleporting from the tower that flew away. Than I tried using old key to kill that assassin, understood it's too hard, and...

after some real life travelling forgot where I should go next. Could you help me, please?
Been a while since I came through that point in the story, so I apologize if I get it wrong, but my guess would be that your next stop should be
Corona Lucis - see if the cave in its top right corner is available or still blocked. It's the pilgrimage site you passed when you were going to Avishun for the very first time.


As for using that key, I recommend going there much later - probably either when you're close to finishing the storyline or even slightly after it.
The "It's too dangerous to go inside" location in town?
I think that's what the guy blocking it says, yeah. If he's still there then I'd check in with your town's council or
Oliver.
@Xenos: Sounds like you should go to the locked building in Polaris (north from the entrance). You should have the keycard in your inventory.

Oliver gave it to you after that fight with Darius.
Ah, so I skipped a step after all... My bad, as I said it's been a while. That's a pretty nice spot to resume at, though, since you'll soon have lots of new info that'll hopefully get you back on track.
Oh yeah, the info!
Right, thank you very much.
Hello.How to get in the temple of the gods?I cant open it.And where is Julian?
@kenlan
I assume you mean the
Temple of the Elder Gods? That's a bonus dungeon, far more difficult than any story content. I highly recommend you don't even try to get in yet, but the solution has been posted in this thread before if you really want to take a look (hint: the stone tablet in the middle has all the clues you should need). There's a solid chance the first random encounter wipes your party out within a turn or two though.


As for Julian,
I think he's fishing at the pier near Silent Lake Temple, but you'll probably need to have Sully first.
The end.Yes,but i still have a couple of things left.4 citizens but i must find Sully,where is he?I must have forget about it.And Housekeeper a couple of things
Thank you for a very good game.Really.You should think about:arena(s)once you are done with A you should see it,a note or something.I think i have beat all the first to A,but the expert arena doesnt seems to be there.Same with Zoo s(the pig) its easy to forget/miss if you have been forced to start over a couple of hours earlier.I really cant express? myself good on english. Yvettes A rank fight is only frustrating,based on a good portion of luck.Other they are good.Some parts was very slow ,for example:chase a wolf and find it and it just runs away again 7-8 times its too many.And some other small things,but overall you can feel proud of the game.
Thanks Furipu for help and Housekeeping of course.I maybe ask for more help.
@Kenlan: Thanks! Glad you liked it overall!

-Sully's in a house in Beriall Brymme (the fishing town north of Avishun city).
-The expert arena is unlocked after you beat A rank on all of the other arenas and make it to the last level.
-The gauntlet in the pig arena is unlocked similarly; you have to make it to the last level and beat A rank for every challenge.
-I wasn't too happy with that wolf section, either. Yvette's arena I liked in theory, but, yeah, it's too dependent on luck.
I need help.Reflecting pond,what should i do?
I has come to where you can go down and move a statue to left light and hit the stone.And have catch a light to left.But to the right?I just walk around and around.Is it 2 lights (left and right) and the statue +gravestone?I killed a thing in tower to left of all there who said something about one key.And the right of 2 flames went dark you know where..
Hey, Kenlan, here's what you do:

There are four lights you can get in that area. The one to the left, you've gotten. The one to the right you have to catch multiple times; I'm not sure if you've gotten that one or not. You can get the one to the bottom by moving the small statue behind the larger one. The fourth light falls from the waterfall to the left of the entrance to that area. Once you finish that puzzle and proceed to the end of that dungeon, you'll be able to progress in the center area between the tower and the dungeon.
The writing is excellent, the plotting is tight, and the characters all shine. I want to like this game so badly. But I can't.

Random battles are bad enough, but random battles inside giant dungeons with tons of dead ends, and with no way to lower the ridiculously high encounter rate? And no form of guaranteed escape? I made it to

the timeskip. Specifically, trekking through the tundra.


and just could not handle it anymore. Sadly, this one will go unfinished.
Looking back, I wish the battles and dungeon design were a lot sharper. This was my first game and I hadn't started thinking like a designer--I was still thinking like a writer with this one. Thanks for giving it a shot, though!
I'll definitely give your future games a try. With writing as strong as yours, tighter gameplay would make for a truly great game. Commercial level (and, to be honest, a lot better than most commercial RPGMaker games)