
Trial of the Gods is a collectible card game based in the world of Siralim. Collect over 100 creature cards with unique traits and use them to battle against the gods. Features a lengthy campaign with two difficulty modes, along with randomly generated post-game content!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
[url=https://store.steampowered.com/curator/30168383] If you liked the review and interested in completion and perfection time of games with additional useful information (for example: how difficult to get all achievements, is MP or DLC required and so on) or interested in reviews like this, then please follow my Average Achievement Hunter curator. [/url] [b]I completed the game but not earned all achievements, 9 still missing as need RNG and grind for it. I believe, that I experienced all the content and so I can share my experiences about this game. [/b] If you want to see a more detailed review in a visual mode with an example battle or how the game works please check it out on YT: https://www.youtube.com/watch?v=6_qQ5ZrUQ5k Trials of the Gods: Siralim CCG is a simple card game based on the god, monsters, and environment of Siralim. Don't know what Siralim is? Well, if you like monster-catching games then look out for those, that game is exceptional in its genre. This not. Wish an informative review would exist, because hard to push the "YES" for the question: "Do you recommend this game?" The game is ok to kill time, but it doesn't add anything new to the genre, it feels like just a +1 game. The whole gameplay is just a copy of a Final Fantasy mini-game, not sure it worth being a standalone game, could have been awesome as a mini-game inside the upcoming Siralim Ultimate. Once you start to play, you will be able to start on normal or hard mode or play endless Itherian realm mode. At the beginning of the game, only the normal mode available, beating the game on this difficulty unlocks the other two options. There are 16 worlds. Each realm consists of 6 battles, except the last one, which has only one. Your opponent has set cards during normal and hard difficulty. You awarded new cards and experience points for winning these fights. Levels literally do nothing aside from rewarding a random card on level up. Itherian Realms are random matches. Playing random battles means, that the opponent using random cards, which can lead to anything between easy and unbeatable battles. This randomization will be annoying pretty fast as you need to beat more than 15 matches IN A ROW, without losing, to have a chance on upgraded God Cards. That is very hard. Now let's get to the bigged balancing problem of the game: A random coin roll will decide which player starts the game. This is where the game suffers from serious balancing issues. The second player has an advantage, which is so extreme, that it could easily influence the outcome of the match. I believe a good alternative would be if there wouldn't be a DRAW result, and at the draw, the player would win which started the game. [b]Liked[/b] -I love Siralim games, so an additional game for that universe made me instantly play this game -100+ cards to collect, so it is possible to find a solution to solve battles or spend some time on strategical thinking about deck setups -clear and understandable tutorial information -fast matches take only 1-2 minutes so you can progress on the game whenever you have just a few minutes, what not enough to start/launch complex games. [b]Disliked[/b] -way too hard to get all cards because of RNG on tier7+8 card drops during endless realms and you need to progress way too much without losing on these to have real chance to obtain them. Because of this, the game felt like a F2P P2W game and not a paid game. -the music felt boring and simple, might be only because felt similar to other Siralim games and those I played for several hundred of hours already. -coin flip RNG balance issues. Not just much harder to win when you need to start the game, but also it feels so AI cheating on the coin. I wrote up once 100 rolls, and I needed to start the game 79 times from 100. [b]Conclusion[/b] Just the normal and hard mode storyline offers ~12-16 hours of playtime, so I think the price is fair and it is an ok game to kill some time. The endless mode also offers randomized battles, so you can always return for a few matches. The problem?: You probably can find much better card games. [b]Hey, I am an achievement hunter! [/b] So you like to get all achievements right? This game might be not for you then. You can get to ~70% without the extreme grind, then you need to grind while having luck on random Itherian Realm card drops. The win for 12-0 achievement is also looking impossible, but I might be wrong. I have not managed to get that one. Perfection time: hard to say, I missing 9 achievements after ~23 hours of playtime. For the missing cards, it would be required at least 15 hours grind and luck. Doubt it is possible in less than 35-40h. [b]This review was created for Average Achievement Hunter curator [/b] Follow my curator if you like to see achievement-related information (completion time, difficulty to get all achievements) on the store page of the games. https://store.steampowered.com/curator/30168383-Average-Achievement-Hunter/ The curator group doesn't mark any game as recommended so it shows useful information about achievements on the store page of the games without influencing the main store page of steam with recommendations + all games sorted to lists based on expected completion times. No point not to follow!:-)
[h1]6/10 似是而非的Triple Triad卡牌化尝试:画虎类犬,画蛇添足 [/h1] 推荐这个游戏的理由很简单: ①在手游大厂SE还没有且不打算把他们的Triple Triad(或者用FF14的叫法:九宫幻卡)作为单独作品搬上steam的情况下,这就是你能在steam上找到的最接近但又并非照抄的作品了。 ②作为<Siralim Ultimate>制作期间推出的小游戏,不管是为了筹资还是为了固粉,或是出于玩家关注度的考虑,身为系列粉丝还是挺高兴的,不管怎么说Thylacine做DRPG是真的有一套,我还等着他们赶紧回去做[strike]怪物宝可梦4[/strike]呢 不推荐这个游戏的理由也很简单,我觉得Thylacine是真的没什么做卡牌的天赋,看我30h的游戏时间大致可以判断游戏的玩法本身还算可圈可点,但整个结构和模式中的大量细节设计非常简单粗暴地在向玩家展示:如何用做DRPG的方法做CCG。至于这样做的结果我已经写在标题里了(友情提醒:如果你刚好是成就强迫症或者收集癖那伤害将会翻倍) 当然,换个角度说,虽然在这个卡牌游戏里存在这样那样“反常”的迷惑设计,[u]它源自TT又不同于TT的玩法本身还是有不少故事可讲:[/u] 在阐述一切优缺点之前,无疑需要先给祖师爷Triple Triad做个基本的介绍。 Triple Triad是SE在上世纪末年的FF8中内置的1V1卡牌对战小游戏,风靡后涌现了各类同人和规则衍生作品(比如六角的<Everlands>、加入了属性相克机制的<Laboratz>、像<Evoland>里内置的Double Twin看名字就可以知道是很明显的致敬),后来在2015年于FF14中被官方完整重制(也就是很多肥肥豆芽最容易沉迷的九宫幻卡小游戏),同年该版本又被SE单独拎出来做成了手游上架。 TT的游戏机制说来非常简单,3×3的九宫格,一人5张手牌,每张牌上下左右各有一个数字,对战双方轮流在九宫格的某一格里放置1张牌,若和敌方牌相邻,则将其相邻边分别比大小,如果它某边数字>邻位敌方牌的相邻边,那么这张牌就会被翻转成为我方牌,俗称“吃牌”(可以类比黑白棋或者将棋中的“打入”),游戏目标是尽可能多地吃掉对手的牌,最后九宫格填满加上剩余1张手牌,以这10张牌中控制半数以上的一方获胜。 很明显,[u]虽然对局中玩家以卡牌为载体,但实际上这是一种大程度偏向于棋类的游戏[/u],在全明牌的情况下就是标准的完全信息动态博弈,唯一的区别就是双方的棋子有强弱大小。 于是在此基础上,TT又引入各种有趣的附加规则进一步优化公平性,比如【同数(2对及以上相邻边同数即可吃牌)】、【加算(2对及以上邻边和相同)】、【逆转(以数字<邻位牌相邻边为吃牌条件)】、【三明牌(随机三张牌信息可见)】、【同类强化(棋盘上每出现1张某类牌,同属该类的手牌数值+1)】、【交换(随机交换一张手牌)】等,其中同数和加算可以“连携”,即翻转后向外倒吃。 在这样精巧的设计下,棋子的强弱问题,或者说卡牌游戏的一大难题——[u]卡组强度对玩家的限制被合理削弱了[/u],稀有5星卡并不是必须的,只要合理利用规则,未必不能来一场刺激的“淝水之战”。[spoiler]幻卡界古达老师[/spoiler]幻卡王埃尔默就是很好的例子,作为一个牌库拥有2×5星卡+5×3星卡的大佬,常年被萌新拿着全1星卡组用【加算】打爆。 所以很好理解为什么TT时至今日依然为一众玩家所喜爱: [u]易于上手,难于精通,避免强度碾压,强调卡组构筑[/u],通过设计游戏机制和卡牌之间的关系,使得构筑的重要性超过单卡价值,来尽可能保证博弈公平,而且棋盘小,对局时间一般在一分钟以内,可以说策略性和趣味性之间的平衡把握的恰到好处。 [h1]那么说了这么多,Siralim 这个CCG究竟是怎么在TT的概念上进行衍生的呢?[/h1] 首先,本作扩大了棋盘,采用的是类似FF9代内置卡牌对战<Tetra Master>的4×4棋盘+各6张手牌的设计,这会造成一个非常关键的问题,就是先后手优势的平衡。 显然,在以“翻转”为核心的对局流程中,后手方拥有明显优势,TT的解决方法相当简单粗暴:手牌10张,棋盘一共只有9格,后手方少一次出牌机会,但手牌依然计入最后总牌数,这样一来双方的“吃牌机会”都是均等的4次。 本作中,完全没有考虑这个问题,难以置信,后手优势就这么被“存在即合理”了,甚至在某些规则下还被放大了,我自己通完16大关的整个过程里,后手优势只有一次是被抵消的,是某一小关有特殊规则,棋盘上会随机刷出无法放置卡牌的4格,运气好的话先手方可以把后手方的末牌逼入废格里。除了这一关之外的其余所有对局,祈祷硬币抛红吧,你会赢得格外轻松_(:з)∠)_ 第二个大改动是把TT中的“规则”全部卡牌化,在本作中所谓的规则大都不痛不痒(随机3格数值-1/某属性卡牌数值+1),而能对胜负产生决定性影响和为玩家提供大量乐趣的【加算】、【同数】甚至【连携】都做成了极少数卡牌的特殊属性,且仅针对单张卡自身有效。 ——这就是我说Thylacine不该去做卡牌游戏的主要原因,究竟是什么样的宝才会想出这么离奇的点子,把一个臻于完善的构筑向设计反向推演到单卡单轮。且不说首先要费力收集这些特殊卡,即使是收集完成后以此为核心构建完牌组,在对局中营造使之生效的条件也是一个既痛苦又苛刻的过程。 更不必说这游戏中的诸神卡(8级卡)的那些“伤敌一千,自损不知几何”的特性,比如每回合随机刷新手牌特性、将棋盘上现有手牌顺时针移动一位、打出后交换一张剩余手牌等等,我简单地把它们归类为敌我无差别攻击,能把最稀有的卡牌设计得直接入选禁卡表,不得不说这也是某种意义上的“天赋”了。 第三个大改动是把翻转/吃牌机制做成了三步,在敌方牌(红)和我方牌(蓝)中间出现了中立牌(灰),具体的规则举例更直观:敌方A牌右侧数值3,我方B牌放在A的右边,B左侧数值如果①≤3,无事发生 ②≥6,翻转成我方牌(overkill) ③>3且<6,翻转成中立牌(flip),灰牌之后可以再进行相邻边比大小被反转成红或蓝。 这是本作中非常有趣(我个人认为也是最有价值)的一个变动,在这种设计下对卡牌数值的要求比TT更精细,不仅要比大小,还要计算差值充分利用以期达到最大收益,同样需要>3的牌,什么时候出4,什么地方要用6,什么情况要某些特性(flip可以当overkill用)的4,都是此类游戏的乐趣所在。 在此基础上,还引入了五种属性循环相克和多种“回合外响应”多样化调整数值,应该说我30小时的游戏时间70%要归功于本作在数值上做的文章。 第四个大改动——这样说不准确,我把它叫DRPG套模,它完美示范了: ◆如何最小化抽卡的乐趣 ◆如何压缩中后期玩家的成长空间 ◆如何让对局显得重复无意义 ◆如何用grinding逼死强迫症和收集癖 来,让我告诉你它是怎么做到的: 首先,这个游戏它干脆就没有抽卡机制,取而代之的是等级和经验条,每升一级都需要相同的1000经验,但升级并不能使你变强,只是每次会给你一张低级卡,除此之外什么都没有。 游戏中的前15大关的结构都是5小关+boss战,每逢第2和4小关送一张卡,boss战送一张7级卡,没有例外,没有惊喜,没有演出,当然也没有CG,关和关之间唯一的区别就是换一下背景和立绘,再赋予每位神一个鲜明浮夸的个性,然后[spoiler]人类本质复读机[/spoiler]again and again and again and again 但奇怪的是,文本框出现、经验条增长和画面切换却硬是要放几个不能跳过的动态效果。 当你通完15大关和最后第16关的boss之后会解锁无尽模式(Itherian),也就是随机对局,AI的牌库从1~8级随机抽取,而玩家必须【连胜】15局来获得最高级的神卡,非常随机,非常看脸,非常烦人且我看不出这样设计有什么意义,除了完成那几个全收集的成就。 话说回来,我也不懂那几个简直折磨人的为刷而刷的成就有什么意义。 个人观点,如果你既没有强迫症也不是抖m,那这个游戏的游玩价值在玩家通关16个领域的那一刻就到头了,最多再通一遍困难模式,后面当然还有很多可供收集的卡牌,但…问问自己,为什么还要继续呢? 如果是我的话,我选择6毛/小时在FF14里打九宫幻卡🍻 [code]欢迎参观我的: [url=https://store.steampowered.com/curator/7421824]双鱼星✪ω✪皇家飛机场[/url] 如果你喜欢这篇评论,也麻烦点个赞,让更多人能够看到。[/code]
Любой, кто играл в Final Fantasy 9, незамедлительно опознает Tetra Master: те же пять карт, та же сила по четырём краям, которая определяет атаку, те же специальные способности. Единственное замеченное изменение: теперь атакованная карта обычно не перекрашивается в цвет атакующего игрока, а становится нейтральной (но перекрашивается, если атака в два раза больше). И "цепных реакций" больше нет - перекрашенная карта не атакует другие. В остальном любой игрок в "Финалку" почувствует себя как дома. Вот только зачем? Особого сюжета здесь нет, ты просто последовательно рубишь монстров и получаешь иногда за это новые карты в колоду. Даже не случайные, как я понимаю. Судя по фильтрам, позднее будет веселее - там будут апгрейды и гибриды - но в целом рекомендуется играть только тем, кто в Тетра Мастер не наигрался. Не моё. P.S. Правда, как меня поправили, это не Тетра Мастер, а Triple Triad из FF8. Блин. Уж очень давно я их не видел. Но смысл от этого не меняется. :)
Just a bit of prefacing: I really like digital card games for the simple reason I am clumsy and don't like holding real cards in my hands. With that out of the way, what is this game exactly? Trial of the Gods: Siralim CCG (referred to from now on as just Siralim CCG, for brevity), takes the expansive original monster menagerie from the Siralim games (think of Siralim as mix of Dragon Quest Monsters and Pokémon, with all original art and a lot more depth than any of the two), and uses the same lovely pixel art from the games for the in game cards. If you are a RPG buff like myself, I'm sure you know Final Fantasy and that two of its entries had delightful card minigames, Triple Triad (FF8) and Tetra Master (FF9). Siralim CCG takes some general concepts from both of these and gives them its own spin, to a very entertaining result. As good as Triple Triad and Tetra Master were as a distraction, they were not without big issues: Triple Triad felt largely static outside of specific regional ruletsets and the grid was relatively small, which didn't give the player much wiggle room. Tetra Master had a larger grid, but everything outside the realm of very basic rules felt arcane and alien at best, with hidden dice rolls largely determining the result of every card confrontation where one of the combatants didn't enjoy an ample advantage. Siralim CCG remedies this by being wholy transparent about card effects at all times; there is no hidden information of any kind or luck factor inolved, so winning boils down to knowing your hand, the opponent's and opimizing play. In that way it is, perhaps a brain puzzle before being a CCG. That said, I do hope in the future an option for non-deterministic draws is added (as long as it applies to the CPU as well, within limits the player could specify) just so there is a bit of suspense involved and more emergent play. Keep in mind the game is still in its infancy so we are bound to see many changes. I have been following the dev closely as an observer for a long time and even though I know mainline Siralim only from videos and from friends playing, I definitely intend to grab Ultimate when it is out, which will complement this little gem perfectly. One last word: this being a CCG and not a TCG means the balance will stay healthy, even if it takes many iterations to do so. CCGs are hermetic systems that almost never fall victim to power creep and other problems, so this bodes well for when/if this ever goes competitive.
TL;DR - Do you like Triple Triad and/or do you like Siralim? Buy this. Longer form, this is a great tile-flipping card combat game with a somewhat richer and weirder set of mechanics. If you're unfamiliar with the format, cards have 4 directional values: A number on each side. Placing them next to other cards will flip unfriendly cards if you beat their value on the connecting side. This is all stuff it has in common with its core inspiration, the Final Fantasy 8 (and FF14) mini-game Triple Triad. But that's where the similarity ends. Instead of TT's often arcane and weird regional rules and the very move-limiting 3*3 board, Trial of the Gods has a 4*4 board with 6 cards to a hand, an always-on Class feature that gives elemental-style advantages, and most importantly? The NEUTRAL state. Cards in TOtG get flipped to a grey side that counts for nobody unless they're overkilled or special effects take place. This makes gameplay significantly more layered than even the most competitive TT ruleset. The real meat comes from the weird chaotic joy that is Siralim's setting and flavor, along with its classic-evoking art style and the individual monster Traits that come with it. I can definitely recommend this to anyone who enjoys the monster wrangling gameplay of Siralim's mainline games, OR the card-battling joy of Triple Triad.
A fun fantasy deckbuilding and tile placement game. Take on the gods using a variety of monsters. Similar to Triple Triad but with, in my opinion, more fleshed out mechanics, a satisfying campaign, and a great postgame that encourages you to keep playing. A single match can play in 5 minutes so it's a nice game to have on hand when you want to fill some time between other things, but complex enough that I can play it for hours at a time.
If you've played FF8 you'll immediately recognise this card game. Except its nowhere near as well done as Triple Triad was. Bigger playfield, more special effects and the Siralim monsters. Unfortunately the lack of polish, especially on the short but badly looped music track, make the asking price laughable and the game simply not worth the time/money.
Fun card game set in the Siralim world. Don't know why there is the RPG tag on this one though, there's no role playing aspect: Manage your deck and position your cards well, taking into account each card Trait. It's simple yet deep, fast paced and all the needed info is on screen or one hover over away.
If you like siralim game series you like this game if you don't like siralim series you like this game again because its good bro :) Gameplay : https://www.youtube.com/watch?v=HfKsOOktAfs
Very interesing twist on Tetra Master (from FF8): cards have multiple skills, you can select perks, etc. Simple concept with many complexities. I recommend it wholehearty. One idea for card skill for developers - cars that cannot be played on turn one, cards that cannot be played on turn five, cards that must be played on turn five, etc.
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