Compara los precios de Sleeping Valley en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por White Dog Games. Publicado por SA Industry. Lanzado el 8/10/2016. Disponible en PC. Géneros: Action, Adventure, Casual, Indie.

Cute character, dark mood, one life per checkpoint, and a movement system that will either charm or infuriate you within the first two minutes. Know which camp you're in before clicking.

I came into Sleeping Valley hoping for the kind of small, strange gem that slips through Steam's cracks and quietly earns a devoted following. What I found is something messier than that, and I think you deserve to know exactly what you're getting before you spend a single minute on it. The setup is stripped to its bones: a small, blocky character moves through color-coded zones, each one ramping up the obstacle density. The sole rule is beautifully economical - avoid white things. That's it. Fire, black rain, and other hazards that break the rule in clever ways show up early and hint at a designer who had a few good ideas. The visual storytelling is actually the game's highest point. From the opening moments you're chasing a figure that looks like your own character, and scattered through the levels are versions of that figure, imprisoned or destroyed, silently narrating what might happen to you. No text, no dialogue - just environmental dread told through shapes. For a micro-budget 2016 arcade game, that instinct is real and worth noting. Here's where the warmth runs out, though. The movement is the game's central problem, and it's not a small one. Tapping a directional key mid-air locks the character into continuous movement in that direction whether you keep holding it or not. In a game built around precise one-hit-kill platforming, that slippery momentum makes every tight gap a gamble rather than a test of skill. The double jump exists but is never communicated to the player, so early sections can feel like dead ends until you stumble onto it by accident. Menus require a mouse click after every single death, which means releasing your keyboard every time you respawn - a friction loop that compounds the frustration quickly. No options screen means you cannot go fullscreen, cannot adjust volume, cannot rebind anything. The soundtrack is a single ambient track that loops throughout. I want to defend that choice on principle, because a well-chosen single piece of music can carry a short game beautifully. This one just fades into background noise and, more jarringly, cuts out for a beat every time you die before restarting. The silence-on-death is an odd quirk that a few players found funny, but after the fifth consecutive death to an underwater section where physics objects ricochet across the screen at chaotic speed, the joke wears thin. The community consensus on Steam sits at Mixed, and that's a generous read - the plurality of voices there are negative, mostly citing controls and the technical roughness. Who is this for, then? Honestly, it's a candidate for genre-curious players who want a 30-to-60-minute oddity with a genuinely interesting visual premise and can forgive (or even enjoy) floaty arcade-era controls. If you have ever bounced off Super Meat Boy because tight precision platforming feels like work rather than play, Sleeping Valley's looser, stranger feel might actually suit you better. It is not Super Meat Boy, and it knows it. What it is, is a rough sketch of an idea that needed another few months of iteration. The bones are visible, and some of them are good. Kai, Scout Team

Sleeping Valley

Sleeping Valley

8 oct 2016White Dog GamesSA Industry
GamerScout opina

Cute character, dark mood, one life per checkpoint, and a movement system that will either charm or infuriate you within the first two minutes. Know which camp you're in before clicking.

PC
Steam Deck PlayableProtonDB Gold
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.23

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I came into Sleeping Valley hoping for the kind of small, strange gem that slips through Steam's cracks and quietly earns a devoted following. What I found is something messier than that, and I think you deserve to know exactly what you're getting before you spend a single minute on it. The setup is stripped to its bones: a small, blocky character moves through color-coded zones, each one ramping up the obstacle density. The sole rule is beautifully economical - avoid white things. That's it. Fire, black rain, and other hazards that break the rule in clever ways show up early and hint at a designer who had a few good ideas. The visual storytelling is actually the game's highest point. From the opening moments you're chasing a figure that looks like your own character, and scattered through the levels are versions of that figure, imprisoned or destroyed, silently narrating what might happen to you. No text, no dialogue - just environmental dread told through shapes. For a micro-budget 2016 arcade game, that instinct is real and worth noting. Here's where the warmth runs out, though. The movement is the game's central problem, and it's not a small one. Tapping a directional key mid-air locks the character into continuous movement in that direction whether you keep holding it or not. In a game built around precise one-hit-kill platforming, that slippery momentum makes every tight gap a gamble rather than a test of skill. The double jump exists but is never communicated to the player, so early sections can feel like dead ends until you stumble onto it by accident. Menus require a mouse click after every single death, which means releasing your keyboard every time you respawn - a friction loop that compounds the frustration quickly. No options screen means you cannot go fullscreen, cannot adjust volume, cannot rebind anything. The soundtrack is a single ambient track that loops throughout. I want to defend that choice on principle, because a well-chosen single piece of music can carry a short game beautifully. This one just fades into background noise and, more jarringly, cuts out for a beat every time you die before restarting. The silence-on-death is an odd quirk that a few players found funny, but after the fifth consecutive death to an underwater section where physics objects ricochet across the screen at chaotic speed, the joke wears thin. The community consensus on Steam sits at Mixed, and that's a generous read - the plurality of voices there are negative, mostly citing controls and the technical roughness. Who is this for, then? Honestly, it's a candidate for genre-curious players who want a 30-to-60-minute oddity with a genuinely interesting visual premise and can forgive (or even enjoy) floaty arcade-era controls. If you have ever bounced off Super Meat Boy because tight precision platforming feels like work rather than play, Sleeping Valley's looser, stranger feel might actually suit you better. It is not Super Meat Boy, and it knows it. What it is, is a rough sketch of an idea that needed another few months of iteration. The bones are visible, and some of them are good.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardstier:sub-5One-Hit-KillArcade MovementCheckpoint-BasedWordless NarrativeColor-Coded StagesMinimalist HorrorMouse-Menu UX

Requisitos del sistema

Mínimos

OS
Windows 7 or newer
Memory
1 GB RAM
Storage
44 MB available space
Graphics
512 MB GRAM
Processor
1.5 Ghz
Sound Card
optional

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Información del juego

Desarrolladora
White Dog Games
Distribuidora
SA Industry
Fecha de lanzamiento
8 oct 2016

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¿En qué plataformas está disponible Sleeping Valley?

Sleeping Valley está disponible en PC.

¿Cuándo se lanzó Sleeping Valley?

Sleeping Valley se lanzó el 8 de octubre de 2016.

¿Quién desarrolló Sleeping Valley?

Sleeping Valley fue desarrollado por White Dog Games y publicado por SA Industry.