More autistic than MtG and competitive Pokemon combined. I cannot imagine getting deep into this game without macros or severe masochism.
Also, no waifumons worth a shit.
Each of the hundreds of species of monster has a more-or-less unique ability, with a baffling range of variety. Examples include raising stats each turn, attacking whenever another member of the party is attacked, automatically casting spells, and giving bonus attacks to the team. At some point you may unlock fusion, letting the individual abilities of two "parents" be given to their "child," who will then have the two abilities.
Monsters can use equipment. Said equipment is expected to be upgraded, and eventually customized using the multiple slots to improve stats, cast magic in certain conditions, and give monster abilities.
Instead of moves like in Pokemon, monsters may be given spell gems. Spells can be relatively mundane, such as doing damage or healing, but sillier/more situational spells exist, such as influencing the turn counter. Spell gems may be customized, for example allowing a greater effect if more monsters on the team have the same type of spell, giving an "ethereal" gem (ability to cast one-time per battle) to the entire team, or simply more uses.
And that's not even everything.
i don't know, played for 2h, watched some yt tutorials, still can't decide if it's dogshit, or worth sinking in 1000h of gameplay.
It starts REALLY god damn slow. A bunch of cool stuff is locked and the monster variety isn't great, but it does get... maybe not "better" exactly, but certainly more interesting as options keep opening up that let you really play the system.
Since playing it I don't really see what you meant by MTG unless you simply mean synergy, in which case, sure. I'm playing 'red' with a death Knight and hadn't lost a fight from 3rd God up until depth 30
Each of the hundreds of species of monster has a more-or-less unique ability, with a baffling range of variety. Examples include raising stats each turn, attacking whenever another member of the party is attacked, automatically casting spells, and giving bonus attacks to the team. At some point you may unlock fusion, letting the individual abilities of two "parents" be given to their "child," who will then have the two abilities.
Monsters can use equipment. Said equipment is expected to be upgraded, and eventually customized using the multiple slots to improve stats, cast magic in certain conditions, and give monster abilities.
Instead of moves like in Pokemon, monsters may be given spell gems. Spells can be relatively mundane, such as doing damage or healing, but sillier/more situational spells exist, such as influencing the turn counter. Spell gems may be customized, for example allowing a greater effect if more monsters on the team have the same type of spell, giving an "ethereal" gem (ability to cast one-time per battle) to the entire team, or simply more uses.
And that's not even everything.
[...]
It starts REALLY god damn slow. A bunch of cool stuff is locked and the monster variety isn't great, but it does get... maybe not "better" exactly, but certainly more interesting as options keep opening up that let you really play the system.
I now understand why you referenced MTG. It does play a lot like legacy autism where you try to win the entire fight with a convoluted chain of abilities instead of using the actual rules.
unlimited versatility is what turns me off to Minecraft and similar games as well. It gets too much, and it no longer feels challenging. You find the cheese that works and you end up destroying everything the game throws at you because a premade AI cannot possibly compete against a human with full potential on their side. Its just not fun.
spell effects are animated, monsters have overworld sprites with 2 frames per direction (think dragon quest), but the battle sprites you see in the OP are not animated in any way
they were released simultaneously on pc and mobile. the interface is very jrpg-y, with nested submenus, and even with keyboard there's a lot of button pressing. would be a terrible choice for something mobile first. it's GameMaker underneath, doesn't fry the cpu in my laptop, like Unity ports. still undecided about the game, unsure if recommend to anons or not.
>still undecided about the game, unsure if recommend to anons or not
I'm in a similar position. It feels like it occupies a similar position to Clicker Heroes 1. A complete time waster filled with numbers autism.
It does not matter if the moment to moment mechanics and most of the systems are basically Shin Megami Tensei - the game has a different energy to it.
Game feels more like path of exile to me where you constantly gain new progression metrics and have to reassess and rebuild your frick squad. I wish some of the mechanics unlocked earlier so at the very least you could have them a bit more progressed with less grinding, ie mastery, anointments, etc aren't very complicated but are absurdly powerful and take a lot of work to get value. The bosses are the most interesting content since they often force you to build new units to counter their bullshit powers, I think the base gameplay could use more of that and less hammering against maps full of trash mobs just to obtain resources and progression items sprinkled with the occasional unique encounter.
Siralim is living proof that turn-based RPGs given sufficient complexity just turn into engineering games. The whole thing is an exercise in putting together synergies and ability interactions to output the necessary quantities of various kill mechanics (because some enemies will outright ignore certain or even most kill mechanics) while at the same reducing your own exposure to any conceivable kill mechanic as much as possible.
I would like it if not for the fact there's practically no goals in the game other than killing arbitrarily strong randomly generated enemy compositions for more number-boosting doodads.
there's something about ultimate that didn't draw me in like 3 did even though it's probably a lot better. but i should give it another shot
>shit game meets another shit game
More autistic than MtG and competitive Pokemon combined. I cannot imagine getting deep into this game without macros or severe masochism.
Also, no waifumons worth a shit.
Tell me more.
i don't know, played for 2h, watched some yt tutorials, still can't decide if it's dogshit, or worth sinking in 1000h of gameplay.
Build Autism: The Game
Each of the hundreds of species of monster has a more-or-less unique ability, with a baffling range of variety. Examples include raising stats each turn, attacking whenever another member of the party is attacked, automatically casting spells, and giving bonus attacks to the team. At some point you may unlock fusion, letting the individual abilities of two "parents" be given to their "child," who will then have the two abilities.
Monsters can use equipment. Said equipment is expected to be upgraded, and eventually customized using the multiple slots to improve stats, cast magic in certain conditions, and give monster abilities.
Instead of moves like in Pokemon, monsters may be given spell gems. Spells can be relatively mundane, such as doing damage or healing, but sillier/more situational spells exist, such as influencing the turn counter. Spell gems may be customized, for example allowing a greater effect if more monsters on the team have the same type of spell, giving an "ethereal" gem (ability to cast one-time per battle) to the entire team, or simply more uses.
And that's not even everything.
It starts REALLY god damn slow. A bunch of cool stuff is locked and the monster variety isn't great, but it does get... maybe not "better" exactly, but certainly more interesting as options keep opening up that let you really play the system.
Since playing it I don't really see what you meant by MTG unless you simply mean synergy, in which case, sure. I'm playing 'red' with a death Knight and hadn't lost a fight from 3rd God up until depth 30
I now understand why you referenced MTG. It does play a lot like legacy autism where you try to win the entire fight with a convoluted chain of abilities instead of using the actual rules.
>Build Autism: The Game
Came to say exactly this in these exact words. If that is your jam then you will love it, if not then it is eh.
>autism...
stopped reading here, i will now play your game.
This has nothing to do with strategy games
Pokemon is an RPG
MTG is a card game
To be fair we let RTS games on here and despite their name they are entirely concerned with tactics.
The previous iteration filtered me by being extremely grindy, and it doesn't sound like much has changed since.
>pixelshit
gee I wonder... when will indiedevs learn that nobody wants that since at least 2010
I have seen the out-of-context voreshit animations posted here already, I am not paying for asexual freak porn even at gunpoint.
This game has animations?
unlimited versatility is what turns me off to Minecraft and similar games as well. It gets too much, and it no longer feels challenging. You find the cheese that works and you end up destroying everything the game throws at you because a premade AI cannot possibly compete against a human with full potential on their side. Its just not fun.
spell effects are animated, monsters have overworld sprites with 2 frames per direction (think dragon quest), but the battle sprites you see in the OP are not animated in any way
What's this shit from then?
Not great, but I could make it work.
Now I want to know too, that looks like pervokino!
Is Siralim that mobile game? Is it on PC now? Not against mobile games just wondering if I know this game.
they were released simultaneously on pc and mobile. the interface is very jrpg-y, with nested submenus, and even with keyboard there's a lot of button pressing. would be a terrible choice for something mobile first. it's GameMaker underneath, doesn't fry the cpu in my laptop, like Unity ports. still undecided about the game, unsure if recommend to anons or not.
>still undecided about the game, unsure if recommend to anons or not
I'm in a similar position. It feels like it occupies a similar position to Clicker Heroes 1. A complete time waster filled with numbers autism.
It does not matter if the moment to moment mechanics and most of the systems are basically Shin Megami Tensei - the game has a different energy to it.
Game feels more like path of exile to me where you constantly gain new progression metrics and have to reassess and rebuild your frick squad. I wish some of the mechanics unlocked earlier so at the very least you could have them a bit more progressed with less grinding, ie mastery, anointments, etc aren't very complicated but are absurdly powerful and take a lot of work to get value. The bosses are the most interesting content since they often force you to build new units to counter their bullshit powers, I think the base gameplay could use more of that and less hammering against maps full of trash mobs just to obtain resources and progression items sprinkled with the occasional unique encounter.
alright I bought it. Not worth the 20 dollars but still fun. should be 9.99
Siralim is living proof that turn-based RPGs given sufficient complexity just turn into engineering games. The whole thing is an exercise in putting together synergies and ability interactions to output the necessary quantities of various kill mechanics (because some enemies will outright ignore certain or even most kill mechanics) while at the same reducing your own exposure to any conceivable kill mechanic as much as possible.
I would like it if not for the fact there's practically no goals in the game other than killing arbitrarily strong randomly generated enemy compositions for more number-boosting doodads.