In past posts I’ve used the term: Lost Cycle as a troublesome mechanic of game design. But the technical definition is negative feedback, which is a concept held over from the arcade era and if not balanced right can do more harm than good.
A Valley Without Wind by Arcen Games was an interesting title to say the least: A procedurally generated 2d open world action adventure title. Speaking with lead designer Chris Park a few months ago on our podcast, he talked about the challenge and difficulties of designing it.
The game went through multiple design changes and was hit very hard with negative reviews out of the gate. Continued development of content for the game soon snowballed into a full blown sequel, free to anyone who bought the first game. Now with the game out and lessons learned do we have a successful sequel or strike two?