Siralim iOS

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  • Summary: You are the king (or queen!) of the thriving kingdom of Siralim. It is your duty to protect your kingdom and its people from the dangers lurking beyond your castle's walls. Summon hundreds of unique creatures to fight by your side as you adventure through randomly generated dungeons andYou are the king (or queen!) of the thriving kingdom of Siralim. It is your duty to protect your kingdom and its people from the dangers lurking beyond your castle's walls. Summon hundreds of unique creatures to fight by your side as you adventure through randomly generated dungeons and complete randomly generated quests. Find rare treasure and use it to upgrade your castle, empower your creatures, learn new spells, and much more. Expand
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  1. Jul 16, 2014
    80
    Siralim is a fun, complex, well-designed RPG for the on-the-go fan.
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  1. Jul 9, 2016
    7
    Siralim might well be superior to the majority of IOS' output. However, that doesn't necessarily mean it's all that good. It is a game aboutSiralim might well be superior to the majority of IOS' output. However, that doesn't necessarily mean it's all that good. It is a game about stat progression and grind: it focuses on that, and so has definite successes on that front. As such, it has the following:

    * 325 creatures,

    * 11 ways to upgrade them (Damage,Dodge, Max Health, Luck, Damage Resistance, etc.)

    * 24 ways to upgrade yourself ("Reduced Merchant Prices", "More Experience Gains", "Better Sidequest Rewards", etc.)

    * 5 types of resources, used for assembling the creatures from cores & creating upgrades both for the creatures & adding rooms + portals to the castle.

    *wearable artifacts for your creatures & upgrade gem slots for the artifacts in turn + collectable pieces on the ground that add up to an artifact in the battlezone

    * dozens of status effects + potions lying on the ground in battlezones that'll inflict a random status effect on your creatures when picked up.

    * Lots of other things that can be consumed before battle for buffs & crafting resources to do one thing or another.

    * Dozens of spells that can be cast in combat and (rarely) out of combat, as long as you have the scrolls with them (and each scroll only has limited, though, upgradeable, number of charges), and the slots in your spellbook (also upgradeable number) to equip them.

    * Gambling dwarves (simplest game of guess if it's "Higher, Lower or Equal to 7" possible)

    * some unnotable RNG sidequests ("kill that"/collect that" variety, although there are minor twists, like when "collect that" is "Recruiting citizens to join Siralim", with a few lads/lasses standing around and either turning you down in one way or another or agreeing, and then showing up at the Siralim castle hub later on. Fun dialogue aside, it's impossible to fail, as there'll always be enough of those pre-programmed to agree to reach the requirement, as long as you expore the entire realm.)

    * The appearance is not customisable, but you can change name & gender at any time, and occasionally find dyes for your creatures.

    If this sounds like enough reason to get it on its own, then go out and do so: currently, it's free to download and play, only requiring payment to progress past level 15. If this doesn't quite persuade you, then stick around for the following downsides:

    * The combat itself is simply not very interesting. It's the traditional turn-based style of NES/SNES/RPGMaker, and often, I quite like that. However, the creatures in the game have only 1 ability, which is passive. This means your enemies will be doing nothing but attacking (and rarely, defending). Their passives are occasionally nasty (Unicorn Vivifiers can revive fallen allies after successful attacks a potentially indefinite number of times, which is really bad when there are several of them in a group, Ancestral Phoenixes will give a single rebirth to every creature at the start, etc.), but are irrelevant more often then not. Since you're using the same creatures, same goes for you, and while you also have options to cast spells, "Provoke" (have a creature make itself the target for enemies) and "Extract" cores (which only works on heavily wounded enemies & will let you create the creature for yourself once you do it 3 times and have the resources for it), it's still nowhere near as interesting as when you have actual abilities for each creature, whether it's Pokemon's strict limit of 4, or greater arrays of early Final Fantasies/peak RPGMaker.

    * Levels are randomly generated, true. However, that still doesn't excuse how shockingly bland they usually are. Sorcery levels are pretty much all lined with a single purple tile, for instance, with books, tables, telescopes, cauldrons & chests (these will usually give you resources of some kind and disappear) + barrels & bookcases (these ones won't do anything and are just obstacles). There's no sense of progress when you activate a teleport to go from Tier 1 of that dungeon to Tier 2, as while the enemies might've become a little tougher, you're still seeing the exact same things on the level. Others aren't much better. Hell, your castle is definitely NOT randomly generated, and yet, it's still utterly bland and unappealing, with very little internal decorum. (To the point a decent, freely available RPGMaker game will look much better then this.)

    * Writing. Well, there's no story, and no goal to progress to besides more grinding. That should already be quite clear, and so one should hope whatever text is there is at least not aggravating. Sometimes it fails even at that: reading that your character has no idea what a telescope is might be funny the first time, but seeing it EVERY time afterwards when picking it up for experience boost, totally unchanged, really makes one wonder for the sanity of any of this.
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