Wildly ambitious and experimentation is a lot of fun for a while with the absurd number of monsters / trait combinations / etc. but I kept hitting exactly the wrong types of brick walls (like a team based on all of my monsters sharing stat gains which worked incredibly well... but made every combat encounter take an absurdly long amount of time). Siralim is all about creating complex and deliberately broken teams to overcome seemingly impossible challenges, but the interface seems to think it's just a regular monster-collecting JRPG, leading to the game containing a ton of mind-numbing waiting for normal battles to end (you can automate but even at maximum speed they can still take a really long time). I think you could take the monsters and overall design of the game and port it into something that feels actually built to control them in a way that isn't hugely time-wasting and you'd have a really great game.

Reviewed on Feb 12, 2024


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