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One follow-up question that I have is:
What features are yet to be implemented in this list?
Because combined with your Early Access Roadmap, some of the features you stated in this thread also exist in that thread.
Two examples are Realmshaping and False Gods.
Edit: the roguelike mode isn't implemented yet either. Not sure if that will come during or after Early Access yet.
Alright, good to know, thanks for the answer!
All of them are great fun, and the mechanics differ enough to keep things interesting. Also, each game has more gameplay mechanics to offer, as well as a higher assortment of creatures to fight, tame, and summon to your side for battle.
I think it's safe to say that you can play SU without any investment in the preceding core Siralims, but they're still highly enjoyable in and of themselves. And I write that as somebody who has purchased and enjoyed Siralim 1 and 2 when they were released, and played his grand niece's copy of Siralim 3 until she demanded equal time. ;)
It's not implemented, and I'm still not sure what I'm going to do about it yet or if it will actually happen. I prototyped it a bit and it just isn't fun at all with how many different variables and random things there are in the game.
My primary focus right now is on porting the game to mobile/consoles since many of our Kickstarter backers are still waiting on the console version.
If it would be difficult to make fun, perhaps altering things to make it a trimmed down, "quick" run would work best.
I mean any and all numbers or ideas are up to devs ofc, but its fun for me to iterate ideas like this so..... :P
Off the top of my head, obviously all creatures are randomized, maybe party size is limited to 3-4, no artifacts or equipment spawn, only 1 spell gem can be equipped per creature, (maybe one race/class of monster can equip two?), and the goal is to get through like.....(20?) floors. Boss on floors 5, 10, 15, 20.
Monsters don't need to be summoned normally, instead draining a core just lets you replace one of your current monsters, and the old one just poofs into the void. Heck, when you do that in this roguelike mode, the new monster could even take on the previous one's level to keep things quick.
Have a log of wins/losses with some neat details or stats, and maybe the typical primary goal is to see how fast you can beat floor 20. (perhaps the design intent/aim is to have the standard winning run of a moderately skilled player be approximately 2 hours or something.)
further than that, just doing a check and forbidding the use of certain spells/items/etc that would be obviously super broken or something, would make sense. No tricks like "Vanish -> X-Zone" from FF6. :P
This mode would be a great chance to have some unique-to-roguelike-mode events and spawns. Things you wanted to implement but couldn't find a good place for them, or felt they would alter the game too much would work nicely here since it would be short runs apart from the main game.
I would love to see an area that has a chest whose colors are not typical for that area, and if opened it flat out devours one of your creatures, maybe turning it into this game's version of the basic dragon warrior slime or zombie. (to maintain the level for the feature i described above)
You could find books which contain a random perk (of a random level even) from any class, since you would start with none. Either they would be a rare find, or instead you could only have like....5 or so total class perks.
Anywho, that's enough :P
That was fun to think about. lol
Eagerly awaiting the iOS version of SU, but take all the time you all need to make it the best it can be!
Thanks for making such awesome games!
hence why i did a quick (but obviously long) write up to maybe spur some thoughts on how to make a roguelike mode fun.
I have no expectations with anything I wrote, it was purely for the fun of it. If it gives someone an idea, then great.