I keep thinking that I really like A Valley Without Wind, but then designer Chris Park overhauls some aspect of it and I realize that, oh, wait, now I really like it. The moment to moment gameplay hasn’t changed much since the game was released. This is still an infinitely large, procedurally generated world that you explore by playing a latter day version of Castlevania. But what’s changing dramatically is the gameplay that pulls you through this infinitely large world.
After the jump, we built this city on rock and role Continue reading →