‘A Valley Without Wind’ An “Almost Different Game” With 1.1 Update

Non-linear 2D action platformer A Valley Without Wind now has a 1.1 update and people, come here…no, closer…THE RELEASE NOTES COME IN AT 48,500 WORDS! That’s a crater-sized update right there. What could they have added and changed to have release notes that comes in at that ridiculous number? There better be dancing penguins in stockings and on stilts at the very least!

 

Okay, first disappointment – no penguins. However, the game must have almost doubled in size looking at what has been added. Let’s just reel off the first few bullet points: over 160 new room maps, 15 new regular enemies, 8 new minibosses, 16 new “elite” enemies, 5 classes of infestations, a new “craggy highlands” region/biome type, 8 new music tracks, 5 new classes of player enchants, 3 new player spells…it goes on!

 

The additions listed above have occurred after the developers had so many people asking for more enemies, but the biggest and most confusing thing they had to tackle was eliminating the need to grind which players and reviewers had claimed, despite their beta players saying that the game felt like an RPG without the grind. Chris Park actually addresses of all this feedback and complaints and how the studio handled it all with the 1.1 update over on his blog.

 

Chris concludes in his post that with the 1.1 update, A Valley Without Wind is almost a different game now. The reason was simply having so many players having the game in their hands, and many of them not really knowing much about the game prior to playing it. He also reckons that there is a lot of work to be done still, even though the studio has learned a lot about their own game already and has tried to react to player feedback.

 

Arcen Games can certainly be commended for their effort and care for their players. If you want to give A Valley Without Wind a go then certainly check out the game’s demo and make a good old purchase if it clicks with you.

Valuing gameplay and innovation over everything, Chris has a keen eye for the most obscure titles unknown to man and gets a buzz from finding fantastic games that are not getting enough love. Chris Priestman, Editor-in-Chief of IGM

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