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Announcing Siralim 2!  (Read 13014 times)

Offline Bloodist

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Re: Announcing Siralim 2!
Reply #19 March 14, 2016, 05:21:56 PM
super excited for this - I lost interest in siralim 1 finally because some overpowered teams made levelling/stats needless and you could end any battle in the first turn -  it all came down to mashing confirm as fast as possible no matter the realm level. my hope for siralim 2 is for battles to be more about quality and less about quantity/winning in 5 seconds by removing those overpowered and mindless combos.
I agree with this comment.
I felt the character traits and creature perks needed a huge nerf.Any combo in the game can 1 shot with just splash and the right perks(Sadistic pleasure,Attack and damage).The xp gain can sabotage challenge.I found a 500% xp boost was to easy to get and way to much.Creatures with doppelganger,calamity,Time bomb and topaz attunement,just to name a few.
I did get into the actual game and building my own team.
I wanted to make my own infinite team.While I made many different teams I found some traits vital to even survive.
Eternal Rest and a auto-rez like Cradle to the Grave or Ascendancy.The game has some bad retroactive moves like Refraction and molten armor.You hit that and you die moreover its a very easy way to wipe the whole pt.I even made a brim smith infinite team.
Eventualy I had them all nether demons.I didn't use dopple or calamity,but I had to have eternal rest and auto-rez(cradle to the grave).The game started getting easier by just pumping attack and damage trait for creatures.The use of those traits made the game way to easy for me after 20hrs.I want perks caps and nerfs.
All of that being said I had over 500hrs of Siralim fun!
The rougelike aspect of randomly generate realms,artifacts,creatures and adventure is what I dig!
Never really doing the same thing twice and in hardcore mode death is final.I like to feel the regret as my character dies from my mistakes.The slew of profanity as I die unbridled from my mouth.Let's me know I've met my match and its time to ;earn from my mistakes.Then the days of grief it gives me as well as a cool story.I had a game on Siralim for x/hours and then lost it all by......
I keep reading about cooler features and new things in Siralim 2.Its all just improvement imo.I want to pay for the privilege of alpha testing even!Take my money!
« Last Edit: March 14, 2016, 05:24:34 PM by Bloodist »
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Offline Chumsie

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Re: Announcing Siralim 2!
Reply #18 March 14, 2016, 11:01:35 AM
I just got this on Vita 3 days ago and I've been playing it non-stop it's really awesome, and now I read that this game's like a year or so old and a sequel is already scheduled to come out.

I really want to upvote for this to come out on the 3DS, it would be like the best hand held system for it to come out on IMHO, not for the 3d gimmick but for the utility of both screens for some simple things.

I'd buy a 3DS just for that. Just saying.

Offline theluxx

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Re: Announcing Siralim 2!
Reply #17 March 14, 2016, 08:24:08 AM
I just got this on Vita 3 days ago and I've been playing it non-stop it's really awesome, and now I read that this game's like a year or so old and a sequel is already scheduled to come out.

I really want to upvote for this to come out on the 3DS, it would be like the best hand held system for it to come out on IMHO, not for the 3d gimmick but for the utility of both screens for some simple things.

lioness

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Re: Announcing Siralim 2!
Reply #16 August 13, 2015, 02:51:49 AM
super excited for this - I lost interest in siralim 1 finally because some overpowered teams made levelling/stats needless and you could end any battle in the first turn -  it all came down to mashing confirm as fast as possible no matter the realm level. my hope for siralim 2 is for battles to be more about quality and less about quantity/winning in 5 seconds by removing those overpowered and mindless combos.
« Last Edit: August 13, 2015, 02:56:18 AM by lioness »

Offline Noetherian

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Re: Announcing Siralim 2!
Reply #15 August 01, 2015, 04:17:49 PM
Very Awesome! Will definitely buy on Day 1! :->

Offline sixnapoleons

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Re: Announcing Siralim 2!
Reply #14 July 31, 2015, 12:01:34 PM
Portable library. Yes! Fewer buffs sounds sensible, too.

One request I'd like to make is that the number of citizens you've persuaded to move to Siralim be logged and visible somewhere. I want to see how ridiculously huge the population of Siralim gets when you play it for ages!

Offline Balakirev

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Re: Announcing Siralim 2!
Reply #13 July 29, 2015, 01:59:51 AM
It's the "other things" in your brief FAQ that interest me. I'll be curious what you plan to add to the gameplay in Siralim 2. Hopefully, some of these will involve longterm strategic choices--such as tradeoffs in building additions to your homebase--that help individualize each game, and all your creatures.

Offline Bewi

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Re: Announcing Siralim 2!
Reply #12 July 28, 2015, 08:28:30 AM
Hi,

I'm very excited about the upcoming of Siralim 2.

I have quit playing Siralim because my main save has become too complicated and it takes ages to load and transition between rooms on my Android device.

I have started a new save but the enjoyment is not really here anymore.

I really look forward to all that Siralim 2 will bring.

Of course I volunteer to beta and even alpha test as soon as it is humanly possible :)

Offline LunarAlloy

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Re: Announcing Siralim 2!
Reply #11 July 27, 2015, 03:45:11 PM
Sounds great! I really love Siralim and have already put 60 hours in during the last few weeks. Great about the portable library and smaller number of statuses. It is a lot of fun, but also very difficult to remember what everything does. And the messages! I don't know how you'll do it, but i look forward to it. My debuffer has probably on average 8 messages per attack. It would be great to consolidate it.

An inventory sorting option would be nice to have if you're looking for suggestions.

Either way I'll be picking it up when it's released, that's for sure.

Offline Zack

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Re: Announcing Siralim 2!
Reply #10 July 27, 2015, 07:27:27 AM
This is probably a pretty obvious question, as it was one of Siralim 1's big selling points, but will Siralim 2 also be based around endless content without caps or anything, like the first game?

Definitely - everything is designed with the "play forever" goal in mind.
Designer and Programmer of Siralim and The Negative. Follow us on: Facebook | Twitter | YouTube

Offline jamosup

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Re: Announcing Siralim 2!
Reply #9 July 27, 2015, 02:24:27 AM
This is probably a pretty obvious question, as it was one of Siralim 1's big selling points, but will Siralim 2 also be based around endless content without caps or anything, like the first game?

From what I've read so far, I'm really excited for what's coming with the sequel, and I'll be anticipating future development blogs greatly :)

Offline Zack

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Re: Announcing Siralim 2!
Reply #8 July 26, 2015, 11:51:36 PM
Don't worry, you won't be seeing anything too familiar. I want to reiterate that it's not just a copy-and-paste of Siralim 1 with some new features thrown in; it's a whole new experience.
Designer and Programmer of Siralim and The Negative. Follow us on: Facebook | Twitter | YouTube

Offline Arcane Howitzer

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Re: Announcing Siralim 2!
Reply #7 July 26, 2015, 11:32:34 PM
Nah, that would be a bit too much. It should be more of a small boost to help us get through all the stuff we've already seen, as opposed to just flat-out giving us an uber-tool right from the start.

Offline QNE

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Re: Announcing Siralim 2!
Reply #6 July 26, 2015, 06:22:43 PM
Just do a code for the veterans.. give them a neithrr demon or something so they feel special and as a sign of appreciation

Offline Arcane Howitzer

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Re: Announcing Siralim 2!
Reply #5 July 26, 2015, 02:04:24 PM
It wouldn't have to be a full import, just a way for veteran players to speed things along a little.

Maybe something simple like not having to "breed" creatures you'd summoned in the first game before you can extract from them. It would let players get past the things they've already seen and move on to the new stuff faster, while mostly keeping to the intended order of progression since you would still have to "unlock" those creatures first.