If Valley 2 is that different, perhaps I'm going to have to give it a try. It isn't that I didn't like Valley 1; I liked it. I played it with friends. We divided to gather resources together, conquered the land together, and then finished the first area. Then I realized everything resets in the next area and only adds a few new challenges, and I didn't have much reason to continue.
Not saying it was a bad design, but it's the same reason I stopped playing a lot of games. Once you lose that feeling of progress, or even lose what progress you fought for, I tend to stop caring about the progress, or even playing. This goes for character progression and story. Final Fantasy 8 lost me at the end, wanting to do everything it had, but couldn't do most of it till right before the end, I forgot why I cared so much to finish it. With Valley 1, instead I lost all my progression as a character, and had to learn everything over again. It felt like I had gone backwards. The Megaman syndrome, except within the same game.
Sorry if I went off on a tangent here. I just feel that if you add a lot of extra content to a game, you have to give the player an emotional investment to it. Tie it into/make it affect the plot for example. In Valley 1's situation, don't make the characters suffer amnesia for each area, instead make them want to invest more points elsewhere, and keep the progression going.