Keeper of the Valley
A downloadable game for Windows and macOS
Jump, glide and dash your way to the top of the mountain in this 3D adventure platformer set in an open and enchanting valley!
You play as Sky, the Keeper's apprentice, who must venture into the Valley to save her master from succumbing to a deadly illness by finding a unique flower of healing that only grows on top of the mountain.
Overcome the platforming trials of the Valley, seek out the Spirits for their blessings along the way, and unlock movement abilities that take you all the way from the low grasslands to the floating islands up high.
Find your way and secure the future of the Valley.
Keeper of the Valley features a satisfying movement-based design with interesting open-map platforming, original music score, motion captured animations, and a rich and striking visual design. We have developed our own motion matching technology for the animations as well. The game is best experienced with a controller and is open to mouse and keyboard as well.
This game was created over the course of 7 weeks by a team of 18 students from various higher education institutions located mostly in Denmark as part of DADIU 2021 (The National Academy of Digital Interactive Entertainment).
It is our graduation game after spending 4 months learning to become a team and develop games together.
We are the Dungeon Dwellers because we were housed in the basement!
- Daniel Støvring Alstrup, Programmer
- Rasmus Borstrøm, Programmer - LinkedIn
- Jacob Daugaard Christensen, Audio Designer - LinkedIn
- Emily Jane Cosgrove, Artist
- Simone Dalager, Game & Level Designer - LinkedIn
- Polly Flensted, Lead Artist & Voice Actor - Itch
- Malte Brage Frederiksen, Artist
- Emil Gerlach, Programmer - LinkedIn
- Niklas Lee Skjold Hansen, Game Director - LinkedIn
- Daniel Hendriksen, Game & Level Designer
- Frederik Emil Nyborg, Programmer - LinkedIn
- Vaeis Omar, Composer
- Andreas Ottosen, QA & UR Manager
- Mark Staun Poulsen, Producer - Itch | LinkedIn
- Plamen Peev, Artist
- Casper Nicklas Hartwell Pors, Artist
- Mirto Randellini, Lead Programmer - Itch | LinkedIn
- Søren Lundbech Voigt, Artist - LinkedIn
Thanks to our playtesters!
- Gustav Schrøder
- Alexandru Orestis Giuran
- Emil Bisgaard Jepsen
- Kasper Sørensen
- Morten Trier Bach
- Simon Dannevang
- Jonas Christensen
- Christan Væhrens
- Molly West-Rosenthal
- Marcus Grosen Poulsen
- Line Bertelsen
Status | Released |
Platforms | Windows, macOS |
Rating | Rated 3.0 out of 5 stars (1 total ratings) |
Author | DADIU |
Genre | Adventure, Platformer |
Made with | Unity, Audacity, Substance Painter & designer, Logic Pro, Maya, ZBrush |
Tags | 3D, 3D Platformer, Atmospheric, Exploration, Fantasy, Music, Open World, Short, Singleplayer |
Average session | About an hour |
Languages | Danish, English |
Inputs | Keyboard, Mouse, Xbox controller |
Accessibility | Subtitles |
Download
Install instructions
Download the file, unzip the folder and run the .exe / .app file.
The game was developed for Windows but you can play on Mac as well.
Comments
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Lovely music and easy attractive look. Vivid colors and world that felt pleasant to be in and look at. Appreciated being able to get into the game quickly. Simple concept made me excited for what to expect.
I used kb/m and found the reverse camera controls jarring.
I was disoriented for a while when I started the game, and the voice told me to go to the mountain. I felt like I needed more visual reinforcement to get a feel for where to go, especially with the open nature of the starting area. (...and no rewards for actually exploring the starting area - I felt frustration/exit reflex until I found the path to the mountain to "start" the game.)
I got caught on the collision a number of pieces of scenery, like the wide brown rock that needs to be jumped over.
I would have appreciated feedback in terms of VFX or an animation when sprinting; just the increased movespeed made me unsure if I was actually sprinting properly.
The jumping puzzles felt a little punitive to me, with failure ending in death with a small unskippable. I wanted to get back in faster, but also jumping felt slidey and I never quite felt like jumping was crunchy and predictable; often I was wrestling with the camera for the right angle and was unsure whether I'd jumped off at the right point or not.
I put the game down before I discovered the "gliding" - I felt like I would have loved to experience the "hook" of the game earlier.
Dear Stepwise,
Thank you so much for taking the time playing the game and giving feedback to it. As the Coordinator of DADIU, the education on which the team created this game, I will forward your feedback directly to the team. Thank you.
Best, Henriette
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