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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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Well, after much screaming at the screen, I finally managed to make it past level 5. Thank the gods you provided a map, or otherwise I would have pulled out all of my hairs.

Now the frustration has been replaced by level 6, because I can't quite seem to kill the final bosses off in a timely manner.

edit: also, does anyone know how to activate soul tear scenes?
You'll naturally unlock the soul tear scenes as you progress; they occur pretty late in the game. If you're having trouble beating a Nightmare Dimension level, just get further into the game; the later levels are pretty close to end-game difficulty.
Oh, alright then.

That'll save me quite a bit of unnecessary rage.

What about the gladiator arena events? At what levels would you suggest I attempt those at?

Edit: Also, I've entered that one tower that has jump points going down and apparently jump points going up, though the up arrows don't seem to function. I don't suppose I'll be visiting this tower again, at which point the up and down arrows will both work?
author=lysine
What about the gladiator arena events? At what levels would you suggest I attempt those at?


I think I waited until end-game because them you get all the anti- equips to help, but if you actually want a challenge, you could just keep trying over a few times.

Here's my bestiary with all the End-Game stuff Hidden, I think...

author=lysine
Edit: Also, I've entered that one tower that has jump points going down and apparently jump points going up, though the up arrows don't seem to function. I don't suppose I'll be visiting this tower again, at which point the up and down arrows will both work?


Yep, you'll be coming back. It'll take a while though, so you might want to save-scum until you get the super rare things, like Fire Dragon Skulls, which you'll want for Fierce Demon Helms.
author=Malandy
Yep, you'll be coming back. It'll take a while though, so you might want to save-scum until you get the super rare things, like Fire Dragon Skulls, which you'll want for Fierce Demon Helms.


I may be wrong on this one, but aren't said dragons far too high up the tower to reach on the first visit? Definitely worth a bit of farming once you can get there though, along with Unstoppable Beasts' Horns.
author=Furipu
author=Malandy
Yep, you'll be coming back. It'll take a while though, so you might want to save-scum until you get the super rare things, like Fire Dragon Skulls, which you'll want for Fierce Demon Helms.
I may be wrong on this one, but aren't said dragons far too high up the tower to reach on the first visit? Definitely worth a bit of farming once you can get there though, along with Unstoppable Beasts' Horns.


Well, there's a Fire Dragon Skull chest somewhere in there... Forget if you need to come back later... It might need power, so I guess it's impossible? So, just go see the cutscene, and stuff... I guess?
oh, another question. I asked Griff if I missed any treasure chests in Dragon's Throat, and there seem to be one, but I can't seem to find it. All I found were the two other chests that you needed to drop from the unstable ground onto platforms in the caverns.

edit: also, does anyone know where/when i can get the schematics for a pop gun?
I'm pretty sure there's at least one chest in the dragons' mountain, above a rope that you don't use on your way through to the cave - might be easy to miss.
@lysine: I think you're out of luck on the pop gun. There's a merchant that sells it in Silver Spring during the childhood arc, but I don't think he's there later in the game. I'll add that weapon to the merchant in Alluvia that sells novelty stuff, but it'll probably be a while before I update the client.
author=Furipu
I'm pretty sure there's at least one chest in the dragons' mountain, above a rope that you don't use on your way through to the cave - might be easy to miss.

I've already run through dragon's nest, though. I asked griff about dragon's throat, the place with the ghosts, and he said something about 1 more missing chest.

author=Housekeeping
@lysine: I think you're out of luck on the pop gun. There's a merchant that sells it in Silver Spring during the childhood arc, but I don't think he's there later in the game. I'll add that weapon to the merchant in Alluvia that sells novelty stuff, but it'll probably be a while before I update the client.

Aw nuts. So the only way I'll be able to get it is by going new game +? And here I was hoping to make a new gun with the schematics I bought.
Yeah, that's the only way for now, unfortunately. Dragon's Throat is also the forest area between the caves and Dragon's Mouth, so maybe the chest is there; they're all pretty out in the open, though.
@lysine

Sorry, I didn't realise Griff has those two separate in his menu...
Well, I had a run through the forest on my NG+ and found 5 chests in the following locations:
Southern edge of the screen just to the west of the swamp.
Eastern edge of the screen just north of that.
Southern edge of the screen just west of the above. (dead end south of the pond)
After that, go to the crossroads with signs and go south, then northeast.
The last one is a bit trickier: signs, south, southeast, south, east

Griff sees 7 chests there, two of which should be the ones under the swamp, but I may have opened a few before.
My guess is chest number two since it's a bit hidden behind trees, but see what you can find - hope this helps.
Well, turns out the last chest was hiding among the dead trees, go figure.

Anyways, I'm on the nightmare dimension's 7th gate, I was wondering how best to beat the final boss. Any tips?
I wouldn't attempt that until you've done the Soul Tear scenes. After that, just using your hardest-hitting group abilities will do the trick.
Ok, so which place has stronger enemies, Temple of the Elder Gods, or the Nightmare castle?

Also, what's the puzzle solution for the first puzzle in the Elder god place?
A bit of both, really - their difficulties overlay a bit but the castle both starts and ends easier, so your best bet may be to start both, finish the castle, and then see if you can finish the temple, which... well, you'll see, good luck! ^^
I strongly recommend getting endgame crafted gear before even attempting to finish either dungeon.

As for the puzzle, I think you just follow the cardinal directions on the stone tablet. And if that's wrong, I think the full solution has been posted in this thread before if you want to search for it.
Also, there might be some sort of bug in relation to the arena. On Yvette's course, I have her wearing the Python ring, supposed to prevent confusion. But the monsters there cause confusion on her anyways.
That's not a bug; the monsters aren't causing the status effects--you get a random forced status effect every few turns.
Yes, if status protection could block the arena effects, that arena would become pretty trivial. You just have to kind of hope for the best.
I think for that one, I just got all the Magic boosts I could, put on the Lifeblood Necklace, Mediated, and kept Atomizing as fast as I could.

No wait... The enemies apply status effects too... And I think they can be paralyzed? ... I think I had the Everything's Okay Bell at that point. ... Have you been doing the Pig Arena?

@Housekeeping, how are we supposed to know that

The Pig Arena has a hidden level? Also, we don't know that the final level gives the Bell until we win. Is that intentional?