• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
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
  • 536346
  • 48
  • 5094

Tags

Posts

@Citric:

You should have gotten an item called Perpetual Chaos from Rose's room in the post-game screen. This lets you fight Raccoon at any time.
Doing the Soul Tears! Are they sentient?!

Also... typos, unfortunately:

Raccoon's: Certainty, and 'intact' was 'in tact'.

This is really cool! Did Raccoon time travel or is that a thing the Soul Tears do?
Dang it; I always do that with intact!

No, Raccoon didn't time travel; soul tears just let you look into someone's past. The conscious of the person is present in the soul tear, but it's not really sentient; think of it like you get to glimpse back in time and hear the thoughts and interact with the mind of the person from that past--so Raccoon won't know you talked to him the next time you see him. It's a pretty convoluted property, but it let me have some more direct interaction during those scenes, so I'll take it!
Hello Housekeeping Remember me?Im back and have more questions(i took a break from the game after over 100 hours(levels 75-79),but have a little left)
Above God its a golden plate,what to do?The 6 things in same room you can change to tree,space..what is it?And ring of the viper,where is it or the recipe?Wheres Earth and Water amulet
Said it before but its a great great game.
@kenlan: I made that puzzle fairly obtuse, but here's the solution:

Starting from the left of the entrance and going clockwise:
-Stars
-Statue
-Chicken
-Tree
-Blinking Light
-Sheep

The reasoning behind this is that each image represents one of the things that God created during different days of the creation story in Genesis. The order follows the order of the days mentioned in the first puzzle in the temple. I thought it would be neat to do a little intertextual puzzle since I borrowed pretty heavily from Christian iconography with the god figure, and the Temple of the Elder Gods was a way to make an interdimensional connection to our own world and beliefs.

The Ring of the Viper is in the Path of Gods (the level with the switches that make vines appear). To get it, go through the first area (from the world map entrance). Eventually you'll get to an area that has two of those crystal switches that make a vine appear that let you climb up to the next area. Flick the switch and go back to the "sky bridge" area before, and you'll see a vine that'll take you to the ring.

The water amulet is in Silent Lake Temple. It's in the top left area from the main hub room. It's across a gap, so you have to be turned into blue fire to get it.

The earth amulet is in one of the three small buildings you can access in Polaris after you get the keycard from Oliver that lets you in the library. These buildings aren't in the library--they're in the main town area.
Ok.Thanks Housekeeping.I find the r,o viper and water amulet.Not the earth but im maybe gonna check again,i think im in the right area(there you can go in into a big building by three differnt doors that leeds in to same house with bookshelfs?) Now one question left:Where is
Necklace of lesser elements? )
.It s so big and its so many things in this game.You can easy go back to it,polish and fix little and sell it commercial.And what is
The Power of Perpetual Chaos ,i think i should know,but no.
Yeah, you're in the right area, Kenlan, just make sure you don't actually go into that big building with three doors. There are three smaller buildings spread throughout the city that each have treasure in them.

-You have to craft a necklace of lesser elements; the recipe is sold in your town.

-The perpetual chaos let's you fight Raccoon at (just about) any time in the game.
I've gotten the Elder Gods Portal, but how do I actually enter the temple? The directions in the sign are for the directions of the tiles, but how do I go north? Do I try to access the door?

Also... typo: Recruiting Gaul: "you're age".

What are the Sanctuary Upgrades that can't be gotten just by recruiting people and upgrading and upgrading again, and waiting for the plot triggers? I've got the Theater Smell one, any others?
author=Housekeeping
Hey, Miz, sorry I missed that edit:

That area's a secret dungeon that's basically the hardest level in the game. It's probably a good idea to actually beat the game first before you try it, but if you really want to go there, the hint to solve the puzzle is written on the tablet in the middle of that room. Here's the quick solution:

East, northeast, southwest, northwest, southeast, west.


Also
Once you reach Ubiquity (the space station Raccoon is at) you can return and get a whole slew of upgrade options
So, is Amos supposed to say 53 or 54 people when you have everyone for your town?

Seems to be 53, if, as people have said, that Amos counts groups of people... ... I think...

Can I buy Elixirs anywhere?

@Citric and Housekeeping: Those Upgrades are the Plot Triggered kind I was talking about, but I'm wondering about ones that need triggers that aren't usual. Like the Perfume one, where you have to use the Theater, AND pair certain people up for it.
You can't buy elixirs anywhere; you can get ultra tonics, ultra mana potions, and VIP Free Death Passes by upgrading Neil's shop, though. And, I believe 53 is the top count; he counts groups of people as one because I didn't think far enough ahead, haha.

The perfume trigger is the only weird one I can think of; the others require progressing the plot to a certain point, enacting other town hall measures, or obtaining certain townspeople.
Is there a faster way back to Flying Mountain or the Elevator after you get to Ubiquity?
I'm afraid not; you can travel back to Ubiquity via your town teleporter, but the areas before that can't be immediately teleported to.
Are there different tiers of anti-element gear? 'Cause I'm trying to get a set that can No Sell the Burning Arena, and I don't think that's possible...

I've got the Dragonskin Shield, Resilient Mail and the comfortingly named Everything's Okay Bell as my anti-Fire kit, and I'm getting 60 Damage from the Arena.

If I (upgrade?) to Neutral Colors and Protective Vapors, will I get Fire Absorption?

What was the design decision that led you to make the Everything's Okay Bell anti-buffs? Also, is it supposed to not work on Blessings? Would it work on Love?

Where are the 4 Doors in the 4 Wind Bandits Cave? I've got Ares's Staff, but I still can't find the door for the West Wind, nor Deigo's Axe... and Griff says there's 7 more treasures here...

Who's got more health? Mother or Raccoon?

Okay... That final battle has got some freaky shit going on! And it is Scary Awesome!

Man! That ending! Was Good.

...

New Game+ Time! Or not...

Does this mean you can level grind that last boss?

Sorta don't want to, the thought of doing that leaves a bad taste...

but then again, we have that Chaos...

...

Oh! So that's how the Chaos works, makes sense, as us players would want to try it with different setups.
-There aren't tiers for elemental res; 50% fire resistance is the best you're going to get.

-The love status effect is the one that can't be blocked. It probably should have voided Blessing, but it doesn't, so that's something I need to fix. Actually, fuck it, I should have it work on love too. The idea was to have a strategy in which you berserk your party and still have one person left over to stack an additional damage buff, but because VX is lame and cuts stat bonuses at 200%, berserk ended up being a lot worse than I wanted it to be. Now that I'm more comfortable with the engine, though, I think I could jury rig a better stat boost in there, so I'll queue that up for the next update.

-To get to the door of the West Wind, head to where Alan was during the child arc, and follow that path, head down at the fork, and then drop off the bridge using the arrow furthest to the right. Diego's axe is that way as well.

Spoilery stuff:

-Mother and Raccoon have about the same amount of health; Raccoon has slightly more because of his two forms. You also might want to put hide tags to avoid mentioning that you fight Raccoon since people early in the game might find that to be a spoiler.


Yeah, I really like writing evil wicked bogeyman dialogue. My next big project is going to have a lot of nightmarish stuff in it like that.
What is the max health for enemies anyways? 999,999 HP, right? And the Elder God Bosses and Final Boss and Nightmare Bosses have that?
Yeah, that's the max health. The last boss has around 350k. The top nightmare boss has 400k; the top elder god boss has 800k.

You can level grind the last boss, but the temple of the elder gods is probably a better bet, especially since you'd get monster drops.
I was wondering how I could prepare myself for
Fighting Raccoon as Mint and Ivy.
It seems like I should probably get high spirit equipment for both of them, as it's easier to counter his PhaseShifter that way and Spirit tends to be better for sustain for Ivy (Vampire Slash and Prayer) and Mint only has magic skills. Probably should stack on Miranda's scents and plenty of ultra potions and VIP passes. Still don't know what level I should be or what what else I should bring
@Citric:

The best advice is to have lots of VIP Free Death Passes and ultra tonics/mana potions. On all my playthroughs, I did all the bonus content first, so that fight's always been pretty easy for me; it could definitely be hard if you're going there right after beating it, though.