I have been sitting on the fence with this one. I have the original but only played for a few hours until some other games came and took my interest away. I just read Shauns review and that has sold it for me. (note to developer...Shaun is the master reviewer for any sort of rpg type game and a positive from him means a sale from me and also I suspect a lot of other TouchArcaders). As soon as that big latest patch I saw over on the Steam forum gets released on iOS you get my money. #
There's something that I'm not figuring out about combat in this game. During combat how can I see the enemies health to gauge my progress in defeating them? I see no health bars or health numbers.
I'm playing on an iPad. When I move and resize the d pad it does not actually change where I have to press the buttons, just the picture.
Finish the tutorial, its a bug during tutorial only, should be fixed in the upcoming patch as well. When you are about to select a target for your attack or spell, it will say his status at the top of the screen (injured, mortally wounded, dying and so on) Thats how you can guess, healthy means its full, lightly wounded means its above 75% health but under 100%, injured means its between 50 and 75%, etc etc.
Siralim 2 (RPG / Roguelike) I really can't see how it's not possible to save while doing a dungeon. Am I missing something? Every time I save during a dungeon when I load the game the dungeon resets and I have to start from scratch. Is this intended behavior, a bug to be fixed or just really poor implementation? That's something essential in any mobile dungeon crawler. Most other games in the genre even save at every step automatically but this one not even manually saving works!
The game is indeed made like that, when you save it will save all the items and experience youve acquired, but not your actual location, when you close the game youll always be back in Siralim. I think this has something to do with Game Maker that was used to make the game, i think its hardcoded with a startpoint
That's really bad. It's indeed a great flaw in this type of games not to be able to save progress. Even if not a true save states solution for every step like many games use, at the very least it should save dungeon progress and position after a manual save. To me it's a deal-breaker.
I can understand how you feel. To me it doesnt matter much since with my 2gbs of ram on my 6sPlus its easy to leave the game in the tray and do something else and come back Also because kof the game grindy nature you will do the same floors way more than once, so even doing only a portion of it here and there will still make you have some progress since youve gotta grind
I'm not sure how hard it is for the dev to have different things occur in each version of the game for different operating systems but the tutorial should probably have a message at the end that says: "When saving your game, pick save and exit to return to siralim before your next play session. Pick save & continue to continue from where you left off. Please note that you cannot remove your game from the system tray to continue from where you left off." I love this game btw. Keep finding new things and I've been playing off and on all week. Well worth the $5.
Sorry it's taken me so long to respond. No the buttons are not there and they DO NOT respond I just have to close the game and lose that floors progress. It happens often enough to be really annoying and I won't be picking this game up again until it's fixed. I am playing on an iPad mini 4 running the latest version of iOS 9.
Mmmm. This is strange, ive been juggling between both my iPhone 6s Plus (iOS 9.0.2) and my iPad air (iOS 8.3) and none of them had issues :/
I can finally write something about this masterpiece because I finally managed to beat the last story boss (So I have some free time ): http://imgur.com/a/gtZrP (contains spoilers!) I came from the first part of this beautiful series and I was always happy with the game itself and the support from Zack (main developer). Many features I wished for came true in Siralim 2. The breeding system alone is an outstanding feature that perfectly fits into the world of siralim. I think this game will keep everyone busy for months. For me it's the perfect sequel! Now the real fun begins
Apple is sure taking its sweet time releasing the latest patch. # I mean like on the Steam forum it was posted by the dev on the 8th of September that the iOS patch "should be available within 48 hours". Now I know it is probably not the fault of the developer for the delay but it would be nice to hear from them if there is some sort of problem with the patch being passed by crApple. It has been around 168 hours and still no update. #
I was totally surprised to see this in the store, bought it once I figured out what happened, I like it a lot more than the original one. I'm running an iPad 3 though, and the frame rate drops to crazy low levels when there are monsters around (got the speed upgrade and I zip through when I kill all of the ones in the level). Is there ANY chance to give a toggle or something for faster movement in the realms? I remember the first one had a memory leak type of problem that was fixed after a patch or two. I don't think a lot of people mention this, maybe it's just my old device, but I run implosion just fine, and that game has 3D gfx, they can't possible take less vram than procedurally generating these levels...can it?
And yet another patch releases over on Steam, ver 1.1.1 while us second rate iOS gamers still don't have ver 1.1.0. I no longer believe that this is Apple dragging the chain. The developer stated over on Steam that the iOS 1.1.0 update would be released within 48 hours. Well that is a downright lie. And now they are saying the same thing on Steam about the 1.1.1 patch. Oh yeah, I believe that! Attempts by myself to reach out to the developer about the delayed release of the first patch have fallen on deaf ears. Be aware of this problem if you are thinking of getting this game on iOS. Something stinks.
I agree. Also the inability to properly save the game and losing unfinished dungeon progress every time has been ignored by the developer. Wouldn't recommend a purchase at this point.
The patch was rejected by Apple and has since been resubmitted. As you know, patches are not released instantly because Apple likes to screen them first. Stubbieoz, I have now replied to you here, via e-mail, our official forums, and via an announcement on our forums several days ago. Are you missing all of these communications? I was also away for a week as I announced on our forums, though I still made time to respond to you in a timely manner. The TouchArcade forums are not a replacement for our own forums and we will not post all our announcements here. CalinR, as soon as the patch is released you should notice a massive improvement in the game's FPS thanks to the introduction of a new "high performance mode". It should run very smoothly for you after that. Thanks for your support! Claud, you can save the game at any time. The dungeons themselves are not saved because that would bloat your save files and cause them to take much longer to load, not to mention it would introduce all kinds of bugs if the game is patched. On top of that, the game is simply not designed that way. Dungeons take at most 10 minutes to clear so I do not think this is a big deal, and I believe most other players will agree with that. You are not losing any progress if you save and exit the game in a dungeon - all your experience points, items, and all other relevant assets are saved.
I'm losing progress in the actual dungeon, which consists most of gameplay, having it reset and having to start over from scratch to complete it. I wouldn't mind having larger save files in order to have a proper saving feature, like nearly every other game out there. I'm not sure you understand the nature of mobile gaming. That may work fine for a computer sitting on a desk where we can juggle lots of different apps in memory, but on mobile we're often on the go, receiving calls and doing other things that make it not possible to play this game unless we go all the way to complete the dungeon. We can't stop inside one. That makes no sense, especially for a game that claims to be a roguelike when nearly every other game in the genre available in the store has save states, saving and restoring seamlessly on every step taken within a dungeon. Maybe the game just wasn't designed with mobile in mind and that's ok but it's definitely a shortcoming.
I have not bought this game yet but I am VERY impressed by the developer's communication on this forum. He is very dedicated to this game, as well as pleasing/supporting his customers. This alone has convinced me to buy this game. Kudos to you. Finding developers like you seems to be more of a rarity nowadays! P.S. Claud, I think it is a matter of personal preference. I tend to agree with the developer. Yes, mobile games will always consist of shorter and quicker play sessions. However, I tend to crave a meatier experience with my mobile games at times. This game is clearly more complicated and dense than the average mobile game. You should have known that the game would have design choices (such as save limitations in short 10 min dungeons) that revolve around that. Yet again, just a matter of preference and design choice. We all have our opinions I respect yours.