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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
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  • 11/26/2013 04:56 PM
  • 04/18/2024 04:57 PM
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Posts

I'm trying to do the Nightmare castle puzzle, and so far, the clue suggest a number of room. I managed to get 7 rooms that seem to be listed from the cryptic message, but it still won't open the doorway. Is there an 8th room I need to go into or what?

edit: nevermind, i figured out the last bit.
@Malandy: I guess I could have broadcasted the gauntlet in the pig arena better. The only thing that might drive the player back there is using parallel logic since the expert arena opens up during end game.
Hey, guys, I hear there's some sort of recipe for an uber item that requires Mint's ribbon or something. What's it called and where do I find it?
That's the Fading Memory. You can buy it from Babette once you get her for your town.
ok, another question: After beating Phobos in the Nightmare Castle Basement, shouldn't I get a rare crystal? All I got was a grinning skull.
Nope. The grinning skull is all you get. The rare crystal is in a chest in the south part of the basement, I believe.
author=argh
Nope. The grinning skull is all you get. The rare crystal is in a chest in the south part of the basement, I believe.

apparently not, because I opened that blue one, and it didn't give me a rare crystal.

Also, the ruins of old Avishun seem to have some stairs over on the opposite side of the chasm that's inaccessible. I don't suppose you guys know of a way to go there?
If you're far enough in the game, you'll fight Darius and he'll drop a key that opens that opens the tower in Old Avishun. You can get to that chest from there.
author=Housekeeping
If you're far enough in the game, you'll fight Darius and he'll drop a key that opens that opens the tower in Old Avishun. You can get to that chest from there.

So, what happens if none of the chests in Nightmare Basement have the rare crystal?
One of them does. It's the chest directly south of the staircase. The treasures in this game are set, so if you opened that chest, you should have the crystal. What was in the treasure chest if it wasn't a rare crystal?
I can't recall anymore, but I'm only missing two rare crystals: the one from the elder god temple, and the one from nightmare castle.

I've checked off all the other rare crystal locations.
Have you beaten the second round of the expert arena? That's one of the tougher ones.
I think I am going to start up on this game today. Looks interesting. And, seeing that the game is 50+ hours, it is more then a little meaty. You don't see many games like that made in RPG Maker.

I will let you know what I think after I get a decent way in. If I wind up actually making it through the game I will post a review for it.
Cool! The game time is probably a bit shorter now since I made random encounters toggleable, but it's still a big game. I hope you enjoy it!
author=Housekeeping
Have you beaten the second round of the expert arena? That's one of the tougher ones.

don't believe so. I'll give it a shot next time
Wait... Do we know if there's a moon in this universe?

I'm guessing no? As if there was, Helios and Terra wouldn't exist, as it seems to be to be the product of a Sun and Earth only, solar system / universe.
Hello? ... I guess it's up to viewer interpretation on moon yes or moon no? ... Meh.
Haha, I thought you were voicing a random thought rather than asking a serious question. Umm...you're making a good point about there not being a moon in the Helios and Terra play; I think it can exist without a moon character because of the following points: 1) That would add an unnecessary character to the play that would hurt the intent and 2) If there weren't a moon, it would be super dark at night and cause all sorts of problems with night time scenes. So, I'm going to say there's a moon in this world, but, you know, it wasn't depicted at all, so that's not really up to me at this point.
Wow. I'm not even an hour in (I just got to the overworld map), but this game's story/dialog/characters/etc. are seriously giving me 'the feels.' :) Looking forward to seeing what's ahead...