Link: https://apps.apple.com/us/app/square-valley/id1609779877 Square Valley Ryan Becijos You play as the Spirit of the Valley, tasked with creating unique lands that meet the needs of the citizens. To achieve … $1.99 Buy Now Watch Media DetailsYou play as the Spirit of the Valley, tasked with creating unique lands that meet the needs of the citizens. To achieve this, you will need to place tiles such as houses, trees, farms, animals, and much more! Each tile you position is unique in its characteristics and will be scored accordingly. You'll also create roads, rivers, fences, and more to connect all your tiles together in a meaningful way. However, your task is not as simple as it sounds. You have limited control over which tiles you can place where. Each round will feel like a new challenge, so you'll have to plan ahead to succeed. You'll play in three different chapters with a total of 45 levels. With each level you advance, you'll be offered more tiles and have more difficult obstacles to overcome. The journey starts with setting up fences and walls and then moves on to building plateaus, lakes, and even islands! It's no easy task, but we think you'll rise to the challenge! Once you've completed the levels, you can play them again to improve your score and compete in the leaderboards. With the puzzles randomly generated, it's fun to replay each level. Whenever you finish a challenge, you will have created a unique little world to be proud of. If you are interested in even more random experiences, take a look at the sandbox mode, in which you'll be given a unique level depending on your preferred game settings. Good luck, Spirit of the Valley – go forth and build spectacular little worlds! Information Seller:Ryan Becijos Genre:Board, Puzzle Release:Apr 21, 2022 Updated:Feb 13, 2023 Version:1.0.9 Size:221.4 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal ObsoleteOne likes this. sharfaust Well-Known Member Jul 1, 2013 339 75 28 #2 sharfaust, Apr 21, 2022 This looks pretty good. djstout Well-Known Member Jul 21, 2011 2,685 105 63 Sportscaster & football (soccer) coach Taiwan & Japan #3 djstout, Apr 21, 2022 Looks great, how does it play? Echoseven Moderator Staff Member Patreon Silver Patreon Gold Patreon Bronze Jul 19, 2011 6,091 270 83 The red Skittle #4 Echoseven, Apr 21, 2022 I had this preordered and now downloaded, but haven’t played it yet. Playing now, give me a bit and I’ll report back. solarnya likes this. ObsoleteOne Well-Known Member Jun 2, 2017 79 27 18 #5 ObsoleteOne, Apr 21, 2022 I've payed the first 3 levels. I think it's great. Looks like a thorough exploration of the ideas also seen in Tiny Islands/Square Worlds/Dorf Romantik/tabletop roll-and-writes etc. So far it seems pretty relaxed (nice music) and doesn't push you into mini-maxing too hard. Of course that not gonna stop anyone, and I assume it might change later. Randomness might be off putting for someone, and occasionally "bad turns" could be handed to you, but that's just the nature of the genre (and it coud've been much worse. Compared to Tiny Islands the game is very generous whis choices). Overall, very solid game. Hope it will do well. Will come back to report once I've gone through the available content. Ijipop and Anotherkellydown like this. Echoseven Moderator Staff Member Patreon Silver Patreon Gold Patreon Bronze Jul 19, 2011 6,091 270 83 The red Skittle #6 Echoseven, Apr 21, 2022 This is lovely and very well designed. Reminds me of Impossible Isles (free on App Store). I’m not familiar with the ones @ObsoleteOne mentioned, but maybe those too! The way it works is: You have a couple of tiles to choose from, and a limited section of the board to place them on. The eligible section changed every turn, as do the tiles you can place. Your objective is to meet the level score goal in a limited number of turns. Tiles placed on the board interact with others nearby, to give combos and contribute to the score. What I find interesting is that some tiles change the rules, so to speak. For example, placing some tiles gives you an extra tile to choose from next turn. Others don’t use up a turn when placed, and so on. I find this quite an interesting twist, buuuut… it’s news to me that this is an entire genre/sub-genre. Turns out I quite like it! So in summary: very nice game, well designed gameplay and very well implemented tutorials and UI. I like a lot. Ijipop, Anotherkellydown, ObsoleteOne and 1 other person like this. solarnya Well-Known Member Jul 22, 2015 907 287 63 Male Close to Tokyo, Japan #7 solarnya, Apr 21, 2022 This game is awesome. Well made. Hope it will do well in the future update(includes multipul languages support) Ijipop, Anotherkellydown, Echoseven and 1 other person like this. solarnya Well-Known Member Jul 22, 2015 907 287 63 Male Close to Tokyo, Japan #8 solarnya, Apr 22, 2022 Last edited: Apr 22, 2022 I cleared stage 3 while in the rest time of work. So satisfying. Looking forward to diving into depper after work Ijipop and Echoseven like this. Anotherkellydown Moderator Staff Member Patreon Bronze Feb 10, 2014 4,581 1,134 113 Male CAD Technician I Upstate NY https://youtube.com/channel/UCcvu9xhE7xT-mZrXUZQJr5g #9 Anotherkellydown, Apr 22, 2022 I already bought too many games this week (Crux: The Great Outdoors, Grammarian Ltd, Loopy Wizard, Lost Snowmen) but caved and bought this too after reading the thread and seeing the game is at #4 on the puzzle charts. It’ll be nice to have a premium city builder on my phone. I couldn’t get into Townscaper. Ijipop likes this. Ijipop Well-Known Member Jul 25, 2012 557 268 63 #10 Ijipop, Apr 22, 2022 Theo Town, Pocket Build?!! Have you tried? gamecoder Well-Known Member Oct 18, 2012 45 4 8 Male USA #11 gamecoder, Apr 23, 2022 First off this has been great so far and I’ve only played the first 5 normal levels. Hits those puzzle/structured/logic beats that you can get from some of the more typical puzzle games, but it also makes me think of rogue-likes in a way as well. I’m a big Slay the Spire fan, and these levels kinda remind me of a run in StS where in StS you build into certain card combos like poison or strength in a run, whereas in this game you may find yourself playing into some big tree point generators or maybe sheep, wheat or something. Once you’ve got something good going, you hope the RNG lines up to make those existing combos blow up even more. With all that logic and math going on the game is still pretty relaxing (great music) and what you end up in the end of a game is sort of interesting emergent map that makes some sort of sense. With 40 more levels to go seems like there’s ton more stuff to play with and figure out. There have been a few things I’ve not been sure of. Not sure if the dev is around or not. First off when you hit the question mark and it shows you the tiles for that game, do those kind of play like a deck of cards that you draw from and then are shuffled when you run out? Second, I was surprised to find that I lost points by putting an orchard in a fence or wall. Maybe makes sense, but I don’t think the game mentions that has a requirement on the tile. Lastly, the point calculation for the towers seems confusing to me. I think I may finally get it after reading it like 10 times. In this screenshot if the 3 point tower was moved up one row to align with the other tower, would both towers then be worth 12 (2 walls touching each tower in the same row, so 4 total times 3 equals 12)? Overall seems pretty fun yet deep. One feature I did think of is maybe being able to see what a tile is currently worth, maybe even before actually fully placing a new tile. Just a thought, not sure if that breaks the “essence” of the game or anything. Anotherkellydown Moderator Staff Member Patreon Bronze Feb 10, 2014 4,581 1,134 113 Male CAD Technician I Upstate NY https://youtube.com/channel/UCcvu9xhE7xT-mZrXUZQJr5g #12 Anotherkellydown, Apr 23, 2022 I haven’t tried either of those but I have Pocket Build+ installed. Not sure if I’ll even play that though. Some of these city builders are too deep / too much of a time sink for my taste. I remember playing one in particular that I really liked several years ago that was similar to the old Sim City for SNES. I liked that one a lot but apparently lost interest in that too. This one is nice because it’s easy to pick up and play and then put back down after a level or two. Ijipop likes this. rycekube New Member Apr 24, 2022 2 0 1 Male #13 rycekube, Apr 24, 2022 @gamecoder Developer here, glad you've been enjoying it! I'm also a big fan of StS, that's cool that you get those similar vibes from the game. Fun fact, some of the original prototypes did have more deck-building aspects to it but were later removed due to its complexity. Yes, the game is playing with a deck even though I don't describe this to the player. The cards you see in that list is your current "deck" that will shuffle once you cycle through it. The penalty descriptions appear when placing the edge themselves and not on the individual tile descriptions. Roughly phrased: only "flower fields" and "animals" allowed in fences and only "buildings" allowed in walls. You are correct, both would have scored 12 if in the same row. vivafringe Well-Known Member May 10, 2014 85 16 8 #14 vivafringe, Apr 24, 2022 Enjoying the game so far. It's a nice evolution of Tiny Islands, which was great but did eventually feel pretty solved. This adds a ton of new tiles, which honestly is a bit overwhelming right now (be prepared to read a lot of text descriptions starting out), but long term should keep the game fresh. I have two complaints for the iOS version: - There's no ingame save, so if you quit midgame you lose your run. - Leaderboards on iOS appear to be broken. If those two get fixed, I can see myself pouring a lot of hours into this. Ijipop likes this. gamecoder Well-Known Member Oct 18, 2012 45 4 8 Male USA #15 gamecoder, Apr 24, 2022 @rycekube Thanks for all the answers. It seems to me that trying to have multiple towers in the corners of a walled city is the best way to get the most points out of them. rycekube likes this. gamecoder Well-Known Member Oct 18, 2012 45 4 8 Male USA #16 gamecoder, Apr 24, 2022 Well towers in corners definitely helped here (still can’t completely make sense of the math for their points though). Those plus the trading posts really popped off. Wish I didn’t goof the witches hut and inn, but still pretty good score I think. rycekube New Member Apr 24, 2022 2 0 1 Male #17 rycekube, Apr 25, 2022 Unfortunately, this was broken on launch. It is something I'm working on fixing as soon as possible. This feature was originally not added since gameplay time was supposed to be short enough to be completed without interruptions. However, I do understand that play sessions can become longer and that this is something that might need to be added to the game. ObsoleteOne Well-Known Member Jun 2, 2017 79 27 18 #18 ObsoleteOne, Apr 27, 2022 So, I've played a game yesterday after a three days pause and forgot that Lumbermill requires River to function. Missing requirements is the most frustrating element of the game so far. I was thinking, maybe there is a way to highlight Lumbermills/houses/animals when drawing Rivers/Roads/Fences. Might be something subtle, like a bounce every few seconds. AltsKev likes this. AltsKev Well-Known Member Nov 12, 2016 566 157 43 Male Developer #19 AltsKev, Apr 27, 2022 i agree, and i need to see the score too in live, like raidRoadInc With that we can see if a building score 0 Ijipop Well-Known Member Jul 25, 2012 557 268 63 #20 Ijipop, Apr 27, 2022 Wh what’s raidroad inc?!? (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
I had this preordered and now downloaded, but haven’t played it yet. Playing now, give me a bit and I’ll report back.
I've payed the first 3 levels. I think it's great. Looks like a thorough exploration of the ideas also seen in Tiny Islands/Square Worlds/Dorf Romantik/tabletop roll-and-writes etc. So far it seems pretty relaxed (nice music) and doesn't push you into mini-maxing too hard. Of course that not gonna stop anyone, and I assume it might change later. Randomness might be off putting for someone, and occasionally "bad turns" could be handed to you, but that's just the nature of the genre (and it coud've been much worse. Compared to Tiny Islands the game is very generous whis choices). Overall, very solid game. Hope it will do well. Will come back to report once I've gone through the available content.
This is lovely and very well designed. Reminds me of Impossible Isles (free on App Store). I’m not familiar with the ones @ObsoleteOne mentioned, but maybe those too! The way it works is: You have a couple of tiles to choose from, and a limited section of the board to place them on. The eligible section changed every turn, as do the tiles you can place. Your objective is to meet the level score goal in a limited number of turns. Tiles placed on the board interact with others nearby, to give combos and contribute to the score. What I find interesting is that some tiles change the rules, so to speak. For example, placing some tiles gives you an extra tile to choose from next turn. Others don’t use up a turn when placed, and so on. I find this quite an interesting twist, buuuut… it’s news to me that this is an entire genre/sub-genre. Turns out I quite like it! So in summary: very nice game, well designed gameplay and very well implemented tutorials and UI. I like a lot.
This game is awesome. Well made. Hope it will do well in the future update(includes multipul languages support)
I cleared stage 3 while in the rest time of work. So satisfying. Looking forward to diving into depper after work
I already bought too many games this week (Crux: The Great Outdoors, Grammarian Ltd, Loopy Wizard, Lost Snowmen) but caved and bought this too after reading the thread and seeing the game is at #4 on the puzzle charts. It’ll be nice to have a premium city builder on my phone. I couldn’t get into Townscaper.
First off this has been great so far and I’ve only played the first 5 normal levels. Hits those puzzle/structured/logic beats that you can get from some of the more typical puzzle games, but it also makes me think of rogue-likes in a way as well. I’m a big Slay the Spire fan, and these levels kinda remind me of a run in StS where in StS you build into certain card combos like poison or strength in a run, whereas in this game you may find yourself playing into some big tree point generators or maybe sheep, wheat or something. Once you’ve got something good going, you hope the RNG lines up to make those existing combos blow up even more. With all that logic and math going on the game is still pretty relaxing (great music) and what you end up in the end of a game is sort of interesting emergent map that makes some sort of sense. With 40 more levels to go seems like there’s ton more stuff to play with and figure out. There have been a few things I’ve not been sure of. Not sure if the dev is around or not. First off when you hit the question mark and it shows you the tiles for that game, do those kind of play like a deck of cards that you draw from and then are shuffled when you run out? Second, I was surprised to find that I lost points by putting an orchard in a fence or wall. Maybe makes sense, but I don’t think the game mentions that has a requirement on the tile. Lastly, the point calculation for the towers seems confusing to me. I think I may finally get it after reading it like 10 times. In this screenshot if the 3 point tower was moved up one row to align with the other tower, would both towers then be worth 12 (2 walls touching each tower in the same row, so 4 total times 3 equals 12)? Overall seems pretty fun yet deep. One feature I did think of is maybe being able to see what a tile is currently worth, maybe even before actually fully placing a new tile. Just a thought, not sure if that breaks the “essence” of the game or anything.
I haven’t tried either of those but I have Pocket Build+ installed. Not sure if I’ll even play that though. Some of these city builders are too deep / too much of a time sink for my taste. I remember playing one in particular that I really liked several years ago that was similar to the old Sim City for SNES. I liked that one a lot but apparently lost interest in that too. This one is nice because it’s easy to pick up and play and then put back down after a level or two.
@gamecoder Developer here, glad you've been enjoying it! I'm also a big fan of StS, that's cool that you get those similar vibes from the game. Fun fact, some of the original prototypes did have more deck-building aspects to it but were later removed due to its complexity. Yes, the game is playing with a deck even though I don't describe this to the player. The cards you see in that list is your current "deck" that will shuffle once you cycle through it. The penalty descriptions appear when placing the edge themselves and not on the individual tile descriptions. Roughly phrased: only "flower fields" and "animals" allowed in fences and only "buildings" allowed in walls. You are correct, both would have scored 12 if in the same row.
Enjoying the game so far. It's a nice evolution of Tiny Islands, which was great but did eventually feel pretty solved. This adds a ton of new tiles, which honestly is a bit overwhelming right now (be prepared to read a lot of text descriptions starting out), but long term should keep the game fresh. I have two complaints for the iOS version: - There's no ingame save, so if you quit midgame you lose your run. - Leaderboards on iOS appear to be broken. If those two get fixed, I can see myself pouring a lot of hours into this.
@rycekube Thanks for all the answers. It seems to me that trying to have multiple towers in the corners of a walled city is the best way to get the most points out of them.
Well towers in corners definitely helped here (still can’t completely make sense of the math for their points though). Those plus the trading posts really popped off. Wish I didn’t goof the witches hut and inn, but still pretty good score I think.
Unfortunately, this was broken on launch. It is something I'm working on fixing as soon as possible. This feature was originally not added since gameplay time was supposed to be short enough to be completed without interruptions. However, I do understand that play sessions can become longer and that this is something that might need to be added to the game.
So, I've played a game yesterday after a three days pause and forgot that Lumbermill requires River to function. Missing requirements is the most frustrating element of the game so far. I was thinking, maybe there is a way to highlight Lumbermills/houses/animals when drawing Rivers/Roads/Fences. Might be something subtle, like a bounce every few seconds.
i agree, and i need to see the score too in live, like raidRoadInc With that we can see if a building score 0