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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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Posts

Is the Sanctuary Teleporter supposed to allow direct travel to the Green Vein or Green Heart? 'Cause it doesn't, but I forget if that's actually normal...

Meh. I can work around it anyways...

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The Unbroken Spirit and Tempermental Genius don't stack their MP Cost/2 effects...

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All the way back from page 6...

author=argh
Are Mint and Ivy based on Katniss and Primrose from The Hunger Games by any chance? They remind me of them a lot.

They're also all named after plants!

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Also, Sanctuary's really laggy. But, it's an intensive area, so it makes sense... ... I noticed it when using Cheat Engine's speedhack...

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I guess it's difficult to make it so a silencing effect stops magic, when it's used, stopping magic on the same turn, even when it hasn't been cast yet, instead of being applied on the next turn?

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Lief's Shield skill is missing a period at the end of its description.
@Malandy: The teleporter actually does give you direct access to the Reflecting Pond once you see the first scene there (or maybe it's right after you finish the Green Heart).

I'm a little surprised Sanctuary is getting lag considering how it's broken up; it's probably some crummy parallel process that I didn't optimize right.
I'm a little surprised Sanctuary is getting lag


Wait, you are? I didn't say anything, but it was super laggy for me too. Mainly just the first hub area, though.
Yeah; there aren't many events there, and I wasn't seeing any lag. I'm almost positive it's the event that changes your bgm, though. That could really be better optimized.
I accidentally did a New Game+, so I'm going through the game again, and I got the rock stuck bug at the first rockfall in the 4 Winds Fortress. Is that happening for anyone else?

OH! The ones that get stuck don't jump after they hit the smooth part! It seems... ... It takes a really long time for one to get stuck, usually.

From this save, it seems to be the second rock that forms?
Yeah, that's a bug that happens sometimes; I couldn't recreate it with any consistency and would have to rework that section completely in order to prevent it, as I'm pretty sure that it's caused by lag. If it happens, you can usually just leave that screen and come back and it won't happen again. Right now it's in the "unfortunate things I'm not going to fix" pile since I need to keep focused on Jimmy at the moment.
I just want to thank you most sincerely for this fantastic game. It entertained me for over 100 hours during the past weeks, it challenged my rusty abilities as a JRPG gamer, and most importantly: It was the first JRPG in quite some time that made me care about the characters. May your next project be the huge success you undoubtedly deserve.
Hey, thanks so much! I love to hear when people connect with the characters. Keep an eye out for Jimmy and the Pulsating Mass because it's going to blow this game out of the water!
For the Crystal Weapon Trope. Are Saecelium Weapons solid chunks of Saecelium? I find it unlikely, 'cause in its raw form it's unstable if you hit it, and tempered Saecelium is stable, but I wouldn't want to keep whacking it into things?

Or is it metal impregnated with Saecelium or something? A ShrugOfGod is totally fine!
If I'm God in this scenario, consider it shrugged.
Hello Housekeeping.

Can you check the Marina soul tear scene ? The major update was supposed to reduce the need to find the wolf to 4 times, but I'm stuck after having find it 100+ times...

Otherwise it's really a great game.
Thanks for letting me know about that issue! I hunted down the bug; basically, you had a 1/12 chance of running into that. I've fixed it and updated the download; if you have it saved in there after running into the wolf more than four times, it should tell you to go back to the campsite after the next encounter. I'm sorry you had to go through that! Let me know how things go.
Thank you, the updated version has solved the problem.

1/12 chance haha I'm not very lucky.

Just finished the main storyline. How do I get to the Temple of the Elder Gods? Griff says theres 17 treasures there.
@MysticFlame13 - You need to Soul Tears from people and use them.

If you have everyone, or almost everyone for your town, you can get most of the Soul Tears by doing the quests that you get from talking to people.

The other Soul Tears are for Rose, Cyril, and Gram, which are gotten by going to places that they've been, and looking around. Cyril's Soul Tear... Someone in Solomon's Furrow knows where he went, I think?

There's some in-game hint on how to use the Tree-bending Stick, but I forget where that is...
... Did everyone know that Page Up and Page Down can be used in RPGMaker? 'Cause I just tried and realized it worked. So very useful with the amount of items in the game...

... Mag and Prim are named for Magnolia and Primrose?? I just had that guess! *facepalm* ... So obvious once you know that a Magnolia is a flower...

So, can anyone confirm that Fire Dragon Skull drop rates have increased? I presume it has, but I don't know... But, no reason to presume that you programmed it wrong, Housekeeping... I just want confirmation... Could just check by grinding in the Upper Space Elevator... I think I can do it, even with my low Health Yvette...
Their drop rate is 1/15, which is the same drop rate as any rare material now.
I made an account in order to post about being stuck and review.
But first, I really love the game! I've been playing for 11 hours or so and for such a long game, you are still able to create such a fun storyline. Now THAT is something.

Furthermore, I have been stuck at the dragon's nest with the three dragons for a while now. I thought about going back and upgrading weapons or something but that doesn't work because of the purple land and the town only has so much supplies. I've also been grinding in the mountain for a while but every time I get to the dragon's nest I'm terminated. I would appreciate any advise. I'll just keep grinding for now because I really like the game :)
Glad you're liking it! I believe you can get some Topaz Rings in the shop in that town; those will prevent you from getting confused during the fight with the dragon hatchlings, which should make that fight a lot easier if you're having trouble with it.