Silmaris: Dice Kingdom Reviews

App ID1293120
App TypeGAME
Developers
Publishers Fractale, Mi-Clos Studio
Categories Single-player, Steam Achievements, Steam Cloud, Steam Leaderboards
Genres Indie, Strategy, RPG, Adventure
Release Date3 Dec, 2020
Platforms Windows, Mac, Linux
Supported Languages English, French

Silmaris: Dice Kingdom
1 Total Reviews
1 Positive Reviews
0 Negative Reviews
Negative Score

Silmaris: Dice Kingdom has garnered a total of 1 reviews, with 1 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.

Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 451 minutes
Great little game,TOUGH! It's massively replayable in the elusive search for victory. Very fun and brutal , not for the fainthearted.
👍 : 4 | 😃 : 0
Positive
Playtime: 606 minutes
The gameplay loop is enjoyable but some of the events in this game are nonsensical and end your run for no reason. The objective seems to be to force the player to learn all the paths in order to complete the game but there's one at the end of the game and it forces you to lose, which felt like absolute bs. I can't recommend this game. Best to just watch someone else try it out instead.
👍 : 1 | 😃 : 0
Negative
Playtime: 992 minutes
A fun well balanced game. Its not too long, but plan to die and restart a bunch. Each time you restart you learn more about what choices to make and what to avoid. I don't really understand the posts saying you can only win one way. There is only one big baddy in the game (which you figure out during play throughs), but you can win with any of the five approaches. Also, in my last game I won on turn 48. You definitely don't have to stretch out the game to turn 70...
👍 : 1 | 😃 : 0
Positive
Playtime: 612 minutes
Overall a solid game and fun to sink hours into. The ideas below are merely my bias on what I believe would make the game far more enjoyable. Easier said than done of course. It would be nice to see more impact on the story via the original bold, careful, etc... choices. Feels like no matter which path I choose I am virtually playing the same kind of style. Since if I play slow eventually as I build up my dice via upgrading the cap from 15 -> 30 many nobles will become frustrated that I have not conquered anything yet. Which makes no sense when the basis of that rule was to be careful. Instead I should be punished for adventuring too much or being to aggressive via spies, and rewarded for taking the time to carefully build alliances as well as upgrading the kingdom for max dice. If I was merciless I should be punished for taking too much time and not attacking or scouting as often as I should. The starting choice should impact the play style as well. Instead of an additional +3 to given dice... A modifier such as +1 to given to spying. Now all spies will gain a +1 modifier. An option to play randomly without following a path would be a nice option. It would have a consequence with the kingdom. Since the player/ruler is not decided on a path the people/council/nobles feel insecure and thus an increase to being dethroned is a higher risk for example. As well I know this was a newly released, but if there was ever any updates I would love to see more positive events occurring. It is a bit annoying feeling like every single choice produces a positive and a negative. There should be some choices that purely benefit and some that forces a negative impact. How bad the good or bad impact is depends on the path chosen and the choice chosen. One thing that was a bit annoying was there was no breather. Just feels like most of the time I am dragged along a story path I have no real control over. That the choices feel already made for me rather then myself making the choices. Fate dice are provide below text showing which choice to make and sometimes showing negative fate dice. Which ruins the ability to make a choice forcing the player to choose that option when beneficial. As well resulting in no choice really being made rather forcing the player into a choice that they really had not other logical option to choose given their path. Please remove the indicators when making a choice. I would say create an rng situation that gives a probability to preventing an event occurring. As each day produces an event the probability that a non-event day will occur increases. This will allow breathers for the player. So they don't feel like they are continuously being tugged around a forced story line. They can feel some control at least. I would also suggest not making every kingdom that hates you create an alliance to go to war with the player. I get it adds difficulty to the game, but spicing it up by making it a probable factor would be nice. That when a kingdom does declare war it gives the player a moment of is their going to be another kingdom joining the or maybe not. This could give a sense of hope or hopelessness. Which could add to replay ability and to the excitement in each run through. Last but not least is the problem of faith. Religion feels horrible. Feel like if I choose this faith or that faith I am screwed. Accepting or declining could result in angering the nobles, etc... and as time passes if I declined my friendships with other kingdoms may suffer. It would be nice to have the ability to counter faith via our own faith. The ability to have faith dice and produce our own kingdoms faith from the start. Allowing us to infiltrate other kingdoms via religion. Through that we could have a faith victory. As well the risk of going faith focused is if the faith becomes to powerful, more so than the players own military or loyal council. The risk of being overthrown or assassinated is higher.
👍 : 5 | 😃 : 0
Positive
Playtime: 295 minutes
I really gave this game a go, but it's feels rough to play, like there is something missing, or at least I wish I could do more with the game. But in my expirience the game boils down to 3 things: - Can you live with RNG and a bunch of restarts when things go south? If not this game is not for you (as it wasn't for me); - Do you like memory games? The events are cool, narrative wise, the first time you encounter them but get old fast on later playthroughs, and the only mechanic involved, apart from the RNG of what events you get, is memorizing the outcomes, in a way that you get what you need or pervent the worse ones; - Can you set up your advisors in time to have the rescouces to face the challenges the game throws at you? This is arguably the best aspect of the game, the desicions you have to make to be able to unlock them and in which order. Nevertheless still feels lackluster since. In conclusion: I've paid more for shorter mediums of entertainment, but the same way I won't recommend my OS to someone else, I wont remember this game much less talk about it. Decent, 4.75/10
👍 : 2 | 😃 : 0
Negative
Playtime: 315 minutes
This is a very frustrating game. Over time you will learn the encounters and work out the best strategies.... but the random factor will frustrate the hell out of you. The balance of strategy and luck is skewed to heavily towards luck and once you have learned the encounters the game starts to feel very old very quickly.
👍 : 2 | 😃 : 4
Negative
Playtime: 1310 minutes
Silmaris meets the bare minimum for me to recommend it; it took me about 12 hours to beat the game, then another 5 hours to exhaust all the various outcomes, or at least as many as I cared to see. After that, in my opinion, there is little to no replayability. It was fun and an interesting story, with plenty of choice. I love the idea of dice rolls; its a good strategy and resource management game with (lite) elements of city/kingdom-building as well as the thrill of RNG. And yes, you will die plenty of times before figuring out how to best navigate the decision-making. For me, that adds to the joy of the eventual triumph. However, once you beat the game, you've probably seen all the events, and for me, the game is not enjoyable enough to replay after there's no new surprises. TL;DR Get it if you like political strategy and resource management in a high fantasy setting; and if you can handle RNG. Don't get if you consider the price too steep for max 10-15 hours of playtime, or if a bad dice roll makes you break things...
👍 : 4 | 😃 : 0
Positive
Playtime: 637 minutes
RNG too punishing. The displayed odds may be correct but the consequences of failing a roll is way out of proportion to succeeding your tests. This game is a frustrating experience of careful planning, torched by 2-3 bad dice rolls. Initial playthroughs will be enjoyable but 4-5th playthrough will be infuriating.
👍 : 5 | 😃 : 0
Negative
Playtime: 470 minutes
As a fan of board games, it is really nice how this games playes Nice game strategy,, and played it with much fun for about 20 hours. Great it the different endings and how you achieve them It is also difficult to master, what I think is great. Howerver, after then, the games becomes dull, repeatable with too less content and randomness: - The quests are always similar - The cities that attack you are always similar - The advisors are always similar. - The story lines are similar. What is needed is more randomness and content The games costs 12 euro, what I think is at this moment too much for a game with the present content with too much repeatibility.
👍 : 6 | 😃 : 0
Negative
Playtime: 362 minutes
Overall nice game, but has some issues: 1) RNG is too punishing and most actions are win-all or lose big. Any given loss sets you back a few turns, which is painful considering game has timers, i.e. it will kill you if you don't progress fast enough. After realising it, you know you can afford only a few loses before game becames unwinnable. Then it's restart (or backup save folder and re-load ^^). 2) There are only two risk-management tools: the configuration of your advisors and purple dices (gold?). Advisors take a turn to exchange which defeats its purpose. My suggestion is to allow advisor to act in the same turn it was exchanged or purchased. The purple dice is very rare and there is just not enough of it (unless you lucked out with events) - selling items is the only way to get enough of it, but then player misses the whole items mechanics. My suggestion is to let it be a tribute from couquered city. 3) When advisor is send on a quest, its skills don't matter. It will be nice if advisor dices were added. Currently, the best advisors are kept at castle to generate dices, while player sends the weakest ones. Take care, Les
👍 : 13 | 😃 : 0
Positive
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