By the end arcade sequences get a bit tedious but tactical manoeuvres are still fun. It might not be for everyone but I did go down with the ‘one more round’ syndrome. [CD-Action 04/2013, p.76]
Its unconventional and addictive blend of classic platforming action and basic strategy segments makes every accomplishment more meaningful and every failure more devastating, and the very real possibility that you will fail to vanquish Demonaica raises the stakes enough to make everything more interesting still.
It’s a minor miracle that Arcen Games could revise Valley Without Wind 1 so completely without simply upgrading it, that they have instead made a completely separate game that plays so differently and creates a unique type of experience based on getting your ass kicked.
I salute indie developers like Arcen Games for putting unique and creative designs like this out there, but every great idea needs to be executed well to reach its potential. A Valley Without Wind 2 just doesn't get there.
Procedurally generated levels and items offer plenty of possibilities, but if they're not guided by a designer's hand, it's always going to feel amateur. [Apr 2013, p.109]
When you get right down to it, A Valley Without Wind 2 is just a bad game. I can’t think of anybody who I’d recommend play this title. The heavy use of randomization means that all the character is sucked out of the game, while the awful controls leave this a title devoid of any fun. Pass on this title, and go play AI War instead; you’ll be glad you did.