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3. Re: A Valley Without Wind 2 Announced; Free for Owners of Original Oct 1, 2012, 15:17 Flatline
Frijoles wrote on Oct 1, 2012, 15:08:
Dunno how it worked in beta, but there's still some building in release (or there was a month ago). It's more like, "Build a wind farm so you can go over here" .. "Build a farm so you can get more people" .. I never really used it much because it felt a bit tacked on. I like the concept though.

I played it for like 90 minutes when it came out and realized I had really no clue what I was doing, the procedurally generated maps all felt the same or were nigh on impassible, and I was making no real progress in the game (or I thought I wasn't- it wasn't clear because I wasn't sure if there was a goal to the game).

AVWW really ended up being the pin that popped my enthusiasm for indie games. I don't believe any f*cking hype about any indie game now, which is probably a good thing.

The game had a myriad of major, fundamental issues with it, paramount to all I believe is pacing. The game never felt like it was going anywhere. I remember the buildings part of the game. I thought "oh okay I have to gather resources to build stuff for the city to progress through the game". In my 90 minutes or so I built... ZERO buildings. I didn't even collect half the resources to build *one* building.
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