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valley of glass

by Devan Wardrop-Saxton

(based on 9 ratings)
Estimated play time: 5 minutes (based on 4 votes)
Members voted for the following times for this game:
2 reviews11 members have played this game. It's on 1 wishlist.

About the Story

a reimagined moment alone from the folktale Black Bull of Norroway

Here you are again, walking the North Road in a rare moment alone before another day of your seven years promised to the village blacksmith. Seven years until you may leave the valley; seven years until you may reunite with your love, the Black Bull of Norroway. Wrap your borrowed coat tight around you and walk where you wish, down roads as real as you are and the ones that only remain in memory.

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Ratings and Reviews

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3 star:
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2 star:
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1 star:
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Average Rating: based on 9 ratings
Number of Reviews Written by IFDB Members: 2
2 of 2 people found the following review helpful:
Short game inspired by an old story, September 28, 2025
Related reviews: less than 15 minutes

This is a small Inform game that seems unfinished in some sense. It has a small map with one central area and four spokes. Travelling in each of the spoke directions tells you of a memory, except for one which seems to be your current life.

It seems like it might be setting up something interesting (polishing the fruit was fun, as was wondering why we're wearing a night gown, and decompiling led me to try to BREAK OPEN the fruit), but it doesn't pay off, instead ending abruptly. If it's meant to be short and poetic, it might benefit from more careful attention to detail; if it's meant to be part of something longer, I'd love to see it finished.

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1 of 1 people found the following review helpful:
A brief scene taken from a larger folk tale, October 12, 2025

...early spring in the valley of glass, the first of the seven years you promised to the village blacksmith. Your breath clouds in the crisp morning air as you walk the North Road, your borrowed coat wrapped tight against the chill...

Gameplay in valley of glass is brief. You start on a road.

One thing is clear: you have journeyed a long way to where you are now. Traveling in different compass directions from this starting point allows you to sample some of the protagonist’s memories of their journey- but only briefly. Ultimately, the only place for us is south: to a village where we begin the seven years of working for the blacksmith.

It’s easy to overlook this fact, but the game is a snippet borrowed from the “Black Bull of Norroway,” a folk tale from Scotland. Feel free to look it up if you want the full story. (Yes, I crawled to Wikipedia). Here is what I gleaned about the backstory:

The protagonist is female. She is the youngest of three sisters (hinted by the boots’ description), all of which were sent out on a quest to learn about their futures. The fruits we have in our inventory were gifts from a friendly bull.

In the folk tale, she and the bull travel until they reach a place called the “valley of glass.” At one point the bull has business to attend to and gives the girl some instructions. While he was gone, she was not to move. At all. They would continue traveling upon his return. Unfortunately, she flubs these instructions (although it's hard to blame her).

And so, she finds herself stuck in the valley. She cannot escape- it's made of glass. Too slippery, apparently. All she can do is commit to serving a blacksmith in a nearby village for seven years. After seven years, the blacksmith gives her a pair of iron shoes that allow her to climb out of the valley. There’s more to the story, but I’ll stop there.

Having read all this, I found it easier to appreciate the game. It was kind of fun seeing what details in the game are taken from the folk tale. The protagonist’s reason for carrying non-edible fruit now makes sense.

If you’ve not read the folk tale, the game feels disjointed and directionless. It essentially boils down to (Spoiler - click to show)going south and going in (to a house). The end. No character interactions or explanation. You think that’s it? Reading the folk tale in advance provides needed clarity.

I understand that with this game, less is more. I like that it does not try to fit the entire folk tale into the game. But rather than providing a succinct, minimalist experience, it feels under implemented. The default parser response ("as good-looking as ever") for examining oneself also contributes to its sparseness. Guess-the-verb is also an issue when trying to (Spoiler - click to show)enter the blacksmith’s house.

The game needs further development before I can give it a higher rating, but it’s almost there. I encourage the author to deepen the interactivity available to the player and provide a bit more exposition on the protagonist. A post-comp release, maybe?

Ultimately, I like its atmosphere and concept.

You turn your back on the ridgeline, and return to the work ahead.

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valley of glass on IFDB

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