• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Hey, Another Update

I just updated the download again. The changes are basically nonessential, but there's been a few quality-of-life updates. Here's the list:

-The fire puzzles in God's Temple operate the same way, but when you reach the end of the puzzles, you're given numbers in addition to hitting switches. The numbers correspond to a code for the door to the boss room, so if you're having too much trouble with the puzzles, this gives you the option to fudge your way past them. The switches now turn the fire puzzles off so you can walk back and look at the number without having to go through the puzzle again.
-The final switch puzzle in the opening cave no longer has the truth/lie component; you just have to determine which switch opens which door to solve the puzzle. This way, it takes less time to solve the puzzle than just brute forcing it.
-Amos's math problem has one variable removed. It's still difficult where it counts, though.
-The time chambers in Solomon's Trail no longer have random enemy encounters, but there are evented monsters that pace around the map. The size of the rooms has also been reduced. This should make it engaging instead of a chore.
-In the optional item trading quest in Silver Spring, the person who has Gerard's "something sublime" now stands out much more.
-The merchant who was once at the blocked entrance to the mine has been moved to a location where you can't possibly miss him.

I think that's about it! Also, this came out a few weeks ago, but I'd like to thank Dora for her review on jayisgames. Here's the link:

A Very Long Rope Review


Pages: 1
You're magical to me.
An interesting review, but I disagree with the "spoon-fed" morals part. It felt a lot more natural and a lot less preachy to me, personally, than how its described in the review.
Yeah; the little morals aren't the focal point of the game, so it seemed more natural for the characters to talk about them rather than ending the conversation early for the sake of player reflection. The character reactions were used for characterization, which was the important thing for those early events--seeing how Cyril, Ivy, and Mint react to them rather than leaving the player to react to issues that, to me, had pretty cut-and-dry morals (there were complexities, but not enough to not see the clearer good and bad), which wouldn't have been that interesting by themselves. For the important plot moments that actually dealt with complex issues--the desert, the event that happens after the Flying Mountain, the ending, etc.--I didn't have characters dwell on the events and left it up to the imagery and player interpretation.

I'm just happy that is was a positive review, though! I'm especially happy that the characterization was viewed as a positive thing, even if the early delivery didn't work for her.
You're magical to me.
Yeah, very true! ^_^
Pages: 1