Info about Ratropolis:

Official game description:
Ratropolis combines roguelite, deck building, and tower defense with real time strategy gameplay. Lead your small rat outpost to safety and defend your rat citizens from predators and monstrous creatures. Build the largest 'Ratropolis!' and etch your name into rat history!
Choose from over 500 cards of economy, building, military, and skill types to execute your strategic command. All leaders begin their journey with a deck of 8 basic cards. Building an efficient deck is key for protecting your rats from waves of rat-thirsty enemies. Add, remove and upgrade your cards to create a deck worthy of a true leader!
Defending your rats in the city will be a challenge. Get aid from advisers with talents in finance, defense, or leadership. They will provide you with better options when chaos arises. When the city falls your campaign will end, but with every end a new beginning is born. Unlock new cards to expand your options and make each defense a new experience.
Now lead Ratropolis to victory and save your Ratizens from destruction!
Features
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*   Unique Gameplay: Real-time deck building card game combined with roguelite and tower defense elements! Have you ever played anything like that before?
*   Very Addictive: Highly engaging and rapid gameplay that requires quick judgment and response
*   Replayability: Easy to play but difficult to master.
*   100+ Events: Random decision events give you a new experience every time you play
*   500+ Cards: Unlock new features and cards to become stronger after every game.
*   6 Possible Endings: Choose your own adventure!
*   6 Leaders! Each with their own play style and traits.
*   Lead Cute Rats, not Feral Cats!

Release date: Dec 22, 2020

Categories: Deckbuilding, Tower Defense, Real-time Strategy, Roguelite, Base Building, Resource Management, City Builder


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $5.00 - $10.00
  - Reasoning: The community consistently indicates the game is only worth purchasing at a discounted price, not at full price. The game is described as fun but shallow, getting old quickly, and having potential but not worth the time at full price. Therefore, the fair base-game price range should reflect a typical sale price, likely between $5 and $10.
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: 0.8h
  - Endgame: 4.0h
  - Reasoning: Session length is supported by multiple reviews stating a typical run lasts 40 minutes to an hour, with some quick sessions under an hour. Endgame is supported by reports of endless mode (120 turns/waves) taking 3-4 hours per session. No direct evidence for time to complete the main game or story, so those metrics are null.
- Time-to-fun:
  - Summary: The game is fun and addictive from the start, but enjoyment drops after a few hours or extended play as it becomes repetitive and tedious, particularly in the late game.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Steep learning curve at the beginning; Annoying tutorial; Some card descriptions are not intuitive; Moving units between walls requires multiple clicks; Activating buildings takes too long; Early game lacks card synergy
  - Unlock drivers: N/A
  - Conditions: Early game; Mid game; Late game; After a couple of hours; Extended play; Post wave 30; When you know what you're doing; When you have the right cards
- Player Archetypes:
  - Grind-Weary Veteran (no buy)
    - Motivation: They want a balanced, varied deckbuilder without excessive grind.
    - Playstyle: They experiment with different leaders and strategies but are turned off by the grind and lack of variety.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: Slay the Spire
  - Casual Struggler (no buy)
    - Motivation: They want a more relaxed, accessible experience with pause and adjustable speed.
    - Playstyle: They try to learn the game but are overwhelmed by the pace and real-time demands.
    - Experience: newcomer
    - Purchase stance: no buy
    - Labels: casual
    - Reference games: N/A
  - Strategic Enthusiast (buy)
    - Motivation: Mastery, challenge, and long-term progression.
    - Playstyle: They experiment with different leaders, optimize strategies, and enjoy the grind as part of progression.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: hardcore
    - Reference games: N/A
  - Genre Fan (buy)
    - Motivation: Enjoyment of the genre and theme.
    - Playstyle: They play casually or moderately, appreciating the blend of card and base management mechanics.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Kingdom; Mouse Guard


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Game is fun and addictive (weight 0.32): Players consistently describe the game as fun, addictive, and engaging, with many noting it is hard to put down and motivating to replay. This feedback spans multiple clusters, indicating a strong overall positive reception.
- Innovative genre combination (weight 0.18): Reviewers praise the creative fusion of deck-building, tower defense, and other mechanics, calling it a novel and interesting spin on existing genres. This unique blend is a key selling point for many players.
- High replayability and variety (weight 0.15): The game offers high replay value due to numerous cards, unlockable elements, and distinct playstyles across different classes. Players appreciate the variety that keeps the experience fresh and encourages repeated playthroughs.
- Cute art and sound (weight 0.1): The game's visuals and audio are frequently highlighted as cute, pleasant, and refined, contributing to an enjoyable atmosphere. This aesthetic appeal is a notable positive aspect for many reviewers.
- Regular updates and support (weight 0.09): The game receives continuous updates and balancing improvements, with developers being responsive to player feedback. This ongoing support is appreciated and contributes to the game's evolution.
- Easy to learn and play (weight 0.05): Players find the game easy to understand, with simple controls and a gentle learning curve, making it accessible to a wide audience. This ease of entry is a common point of praise.
- Good value for money (weight 0.04): Reviewers mention that the game is worth its price, especially when purchased on sale, indicating a favorable cost-to-content ratio. This value proposition is important for potential buyers.
- Enjoyable card mechanics (weight 0.04): The card-based system is praised for being fast-paced and enjoyable, with a rotation that keeps gameplay dynamic. This specific mechanic is a highlight for many players.
- Complete and polished product (weight 0.04): Players note that the game feels like a completed product with complex and well-executed gameplay. This completeness adds to the overall satisfaction and perceived quality.
- Strategic depth and challenge (weight 0.04): The game offers a solid strategic challenge with a steep learning curve, appealing to players who enjoy deep and tactical gameplay. This depth is a key attraction for strategy enthusiasts.
- Recommended for genre fans (weight 0.04): Reviewers recommend the game to fans of card games and strategy genres, noting it is worth trying for those interested in these mechanics. This endorsement is valuable for targeted audiences.
- Great potential for future (weight 0.04): Some players see great potential in the game, suggesting it could become even better with further development. This forward-looking perspective indicates a positive but cautious outlook.
- Personal favorite for some (weight 0.03): A few reviewers express that the game is among their favorites, indicating a strong personal connection and high satisfaction. This level of enthusiasm is notable but less common.

Common complaints:
- Card balance is poor (weight 0.25): Many cards are considered useless, overpowered, or not proportional in cost and effect, leading to a lack of viable strategies. The imbalance is a recurring complaint across multiple clusters.
- Controls and UI are clunky (weight 0.16): The user interface and controls are poorly designed, making the game inconvenient and frustrating to play. Issues include unfriendly controls, hard-to-see UI, and unintuitive operation.
- High randomness hurts gameplay (weight 0.13): The game relies heavily on random card draws, and bad luck can force restarts or make runs unwinnable. This randomness is seen as unfair and frustrating.
- Gameplay becomes repetitive (weight 0.11): The game gets old quickly due to repetitive mechanics and a lack of content, leading to boredom after several hours. Players feel forced into a rinse-and-repeat playstyle.
- Troop deployment is limited (weight 0.1): Players cannot effectively send specific numbers of units to specific walls or defend breached walls, leading to frustration. Troops also retreat automatically when walls break, causing losses.
- Game is too difficult (weight 0.1): Players consistently report that the game is excessively hard, even on easy mode, and requires multiple attempts to learn basic strategies. This difficulty is seen as unfair and unforgiving.
- Gameplay is tedious (weight 0.09): The game is tiring and tedious, with non-stop micromanagement and a grind that detracts from fun. This makes the experience feel like a chore.
- Card descriptions are unclear (weight 0.07): Many card descriptions are confusing, unintuitive, or poorly translated, making it hard for players to understand card effects. This hampers strategic planning and enjoyment.
- Late game is unbalanced (weight 0.07): After wave 25, enemies become overbuffed and wipe out large armies, making progress seem impossible. Only a few strategies or cards work in the late game.
- Pause feature is missing (weight 0.06): Players cannot pause the game or read cards while paused, which is inconvenient for planning and understanding card effects. This is a notable usability issue.
- Unit movement is clunky (weight 0.05): Moving units feels slow, clunky, and frustrating, as if it was an afterthought. This negatively impacts the overall gameplay experience.
- Game pace is too fast (weight 0.05): The game feels rushed and too fast-paced, leaving players in a constant hurry. This reduces the ability to strategize and enjoy the game.
- Content is lacking (weight 0.04): The game has a small amount of content, leading to high repetition and boredom. Players feel there is not enough variety to sustain long-term interest.
- Strategies become homogenized (weight 0.04): As the game progresses, players are forced into using only a few effective strategies, limiting experimentation. This reduces replayability and enjoyment.
- Card acquisition is difficult (weight 0.04): Finding useful cards is hard, often requiring many market visits or restarts. This adds to the frustration and randomness of the game.
- Unit positioning is flawed (weight 0.04): Melee units stand behind walls while support and crossbow units stand in front, which is counterintuitive and harms combat effectiveness. This is a specific tactical issue.

Gameplay feedback:
- Card-based deckbuilding strategy game (weight 0.2): The game is fundamentally a card-based deckbuilder where players unlock and rotate cards, with leader-specific strategies and real-time mechanics instead of turn-based play. Four types of cards help achieve victory, and luck with specific cards is a factor.
- Hybrid of deckbuilding and tower defense (weight 0.17): The game combines deckbuilding with tower defense, real-time strategy, roguelike, and city defense elements. It is described as a real-time deck-builder with tower-defense play and a card battler, city builder, and tower defense hybrid.
- Multiple leaders with unique playstyles (weight 0.13): Players choose from multiple leaders, each with unique cards, abilities, and mechanics. There are six leaders with different playstyles, including Merchant, General, Architect, Scientist, Witch Doctor, and Navigator.
- Strategy management and city-building hybrid (weight 0.08): The game blends deckbuilding with city-building, base defense, strategy, and management. It is a mix of city-building and card game genres, emphasizing strategic management.
- Base-building defense gameplay (weight 0.07): The game involves building and defending a palace, walls, a fort, and a kingdom. It is a base-building defense game where players must protect their structures.
- Fast-paced real-time gameplay (weight 0.07): The gameplay is fast-paced and features real-time operations. Players must react quickly, making the experience intense and dynamic.
- Economy system with gold and taxes (weight 0.07): The game includes an economy system with economy cards, gold, tax, and premium mechanics. It features economy simulation elements that affect strategy.
- Similar to Slay the Spire (weight 0.07): The game is often compared to Slay the Spire, with similar deck mechanics and an experience system. It is described as Slay the Spire in real-time.
- Survive 30 waves objective (weight 0.07): The main goal is to survive 30 waves of enemies, with a basic mode lasting about 30 minutes. This wave-based structure defines the game's progression.
- Six characters with distinct decks (weight 0.07): The game features six playable characters, each with unique cards, abilities, and decks. Players can choose different characters to vary their strategy.
- Enemy waves with rising difficulty (weight 0.05): The game involves waves of enemies with quickly rising difficulty. Players must resist increasingly challenging waves to progress.
- Boss fights and final boss (weight 0.05): The game includes boss fights, with a final boss at the end. These encounters provide significant challenges and milestones.
- RNG-based card draws (weight 0.05): The game relies on RNG for card draws, requiring players to improvise with the cards they receive. Strategies depend on luck and adaptability.
- Roguelike base defense game (weight 0.05): The game is a roguelike with base defense elements, combining roguelike progression with defensive gameplay. It is a roguelike deckbuilder defense game.
- Real-time city management (weight 0.05): The game involves real-time city management, building, and expanding your city. It is a city growth game with strategic management.
- Units placed on walls (weight 0.05): Units can be placed behind or on specific walls to defend. Placement on walls is a key mechanic for defense.
- Advisors acquired randomly (weight 0.05): The game has advisors that are acquired randomly from events or bosses. These advisors help the player in various ways.

Performance notes:
- Performance degrades in late waves (weight 0.06): Players report freezing and slowdowns during invasions after wave 90, and general optimization issues after wave 30. The game may also cause the system fan to spin loudly, indicating high resource usage.

Recommendations:
- Recommended for card strategy fans (weight 0.09): Multiple reviewers recommend the game to fans of card strategies, deck-building, and strategy games. The game is considered worth trying for these audiences.
- General recommendation with caveats (weight 0.07): Several reviewers give a general recommendation but note it is not for everyone. The game is praised for its value at the price point.
- Worth buying on sale (weight 0.07): Several reviewers suggest purchasing the game on sale, indicating it is a good value at a discounted price. This is a common recommendation for budget-conscious players.
- Not recommended by some (weight 0.07): A few reviewers downvote the game and cannot recommend it, indicating mixed reception. This suggests the game may not appeal to all players.
- Recommended for tower defense fans (weight 0.06): Reviewers recommend the game to fans of tower defense and deck building, especially those who enjoy fast-paced gameplay. It is seen as a good fit for this niche.
- Worth trying out (weight 0.05): Reviewers encourage trying the game, describing it as worth the time and effort. This suggests the game has merit despite potential flaws.
- Not for slow-paced players (weight 0.05): The game is not recommended for players who prefer slow-paced gameplay or need time to consider actions. It is fast-paced and requires quick decisions.
- Recommended for specific audiences (weight 0.05): The game is recommended for fans of Ratopia, Mouse Guard, and the Kingdom series. This indicates it appeals to players of similar games.
- Recommended for roguelike fans (weight 0.04): Reviewers recommend the game to roguelike fans and those who want each attempt to be different. This indicates replayability and variety.
- General leader recommended for beginners (weight 0.04): Reviewers recommend using the General leader for an easier playthrough, especially for beginners. This provides practical advice for new players.
- Worth it despite UI problems (weight 0.04): The game is considered worth playing despite UI issues, and reviewers appreciate the design innovation. This suggests the core gameplay outweighs interface flaws.
- Recommended for action-packed deckbuilding (weight 0.02): Reviewers recommend the game for fans of action-packed deckbuilding games. This highlights the game's dynamic and engaging gameplay.
- Needs adjustable speed or pause (weight 0.02): Reviewers would recommend the game if adjustable game speed or a pause feature were added. This indicates a common quality-of-life request.
- Wait for save feature (weight 0.02): Reviewers suggest waiting for a save feature before playing, indicating the current lack of save functionality is a significant drawback.
- Recommended for gamblers and mechanics abusers (weight 0.02): The game is recommended for players who enjoy gambling-like mechanics and abusing game systems. This suggests a niche appeal.
- Recommended for casual play (weight 0.02): The game is recommended for casual, occasional play rather than long sessions. This suggests it may be best enjoyed in short bursts.
- Not recommended for older gamers (weight 0.02): The game is not recommended for older gamers or those who dislike micro-management. This suggests a high level of required attention.
- Recommended for side-scrolling army builders (weight 0.02): The game is recommended for fans of side-scrolling army building games. This indicates a specific genre appeal.
- Not for deck experimentation (weight 0.02): The game is not recommended for players who want to experiment with various deck builds. This suggests limited deck-building flexibility.

Other player notes:
- Compared to Kingdom series (weight 0.15): The game is frequently described as a deck-building version of Kingdom or Kingdom Two Crowns, with side-scrolling city building and similar mechanics. Some reviewers note it is easier to manage than Kingdom New Age.
- Frequent comparisons to Slay the Spire (weight 0.13): Many reviewers compare the game to Slay the Spire, noting similar deck mechanics and combo-building. Some also mention Monster Train and Dominion/Thunderstone as genre references.
- Game receives regular updates (weight 0.12): The game has been patched multiple times and receives regular updates, with developers working quickly to balance leader abilities and cards. However, some reviewers note the game has not been updated for two years or is no longer updated.
- Korean-developed indie title (weight 0.09): The game is developed by a Korean indie studio, with a solo Korean developer who has persisted through various in-game incidents. This is noted as a positive aspect by some reviewers.
- Game has rating system and achievements (weight 0.07): The game features a rating system and achievements, with one reviewer completing all achievements including new ones added in January 2021. Another completed all achievements on all 3 maps in hard and nightmare modes.
- Childish visual style (weight 0.07): The visual style may seem childish to some, with one reviewer noting the art style is similar to 'Guns, Gore & Cannoli' and another saying the graphics are blurry. The UI art is retro.
- Compared to Ratopia (weight 0.07): Reviewers compare the game to Ratopia, with some preferring this game and completing all achievements, while others did not like Ratopia. The game is recommended to Ratopia players.
- Mixed review scores (weight 0.06): Reviewers give mixed scores, with one rating it 6/10 and calling it passable, another 10/10, and another 7.5/10. Some feel the game is not worth its price.
- Concerns about developer operations (weight 0.06): One reviewer warns that the developer's operations are a concern for potential buyers, while another notes the developer reset all player progress. The direction of the last update concerns another reviewer about the developers' plan going forward.
- Purchased on sale or discount (weight 0.06): Several reviewers mention purchasing the game at a 70% discount or on sale, with one playing a pirated version before buying the official version. The game is considered reasonably priced by some.
- Positive outlook for future (weight 0.06): Some reviewers believe the game has a future and expect future updates to improve it. They hope developers will start updating the game again and release more content.
- Early Access status noted (weight 0.05): The game is in Early Access and is leaving early access soon, with one reviewer noting the game is not yet released. This suggests the game is still in development.
- Good playtime value (weight 0.04): Reviewers note good playtime of 50-60 hours to unlock all content and test all leaders, with one saying it is good for about 80 hours of fun. This suggests the game offers substantial content.
- Developer plans Unicorn Overlord-like game (weight 0.04): The developer announced plans to make a game like Unicorn Overlord next, which some reviewers mention in their comparisons. This indicates future projects from the developer.
- Features mice characters (weight 0.03): The game is called Ratropolis but the characters are mice, with the game featuring rats. This is a notable characteristic of the game's theme and setting.
- Reviewers created video content (weight 0.03): Some reviewers made video introductions or video reviews of the game, indicating a level of engagement and interest in sharing their experience with others.
- Available on Steam (weight 0.03): The game is available on Steam, with one reviewer playing a free mobile version before purchasing the full PC version. This indicates the game's platform availability.
- Niche but worthwhile title (weight 0.03): The game is described as a niche but worthwhile title, with one reviewer wanting to play more games from this publisher. This suggests the game has a dedicated audience.
- Multiple versions with new design ideas (weight 0.02): The game has received multiple versions with new design ideas, indicating ongoing development and evolution of the game's design.
- Desire for Ratropolis 2 (weight 0.02): One reviewer would like to see a Ratropolis 2 with hero cards and a mix of RTS and deckbuilder, indicating a desire for a sequel with expanded features.

Emotions:
- Frustration (weight 0.39): Players are frustrated by severe balance issues, clunky controls, and the inability to pause or issue orders during chaotic moments. The game's difficulty spikes, RNG-dependent card draws, and lack of quality-of-life features like saving and unit micromanagement lead to unfair losses and wasted long runs.
- Enjoyment (weight 0.13): Players enjoy the unique mix of real-time strategy, deckbuilding, and city defense, which offers fast-paced, strategic gameplay. The variety of leaders, cards, and tactics, along with cute characters and frequent updates, keeps the experience fun and addictive.
- Disappointment (weight 0.11): Disappointment stems from the game's lack of polish, poor balance, and homogenized strategies that reduce replayability. Many cards and builds are useless, and the grind required to unlock necessary content, along with bugs and unfulfilling territory expansion, leaves players feeling the game falls short of its potential.
- Satisfaction (weight 0.06): Satisfaction arises from the successful blend of colony management and card game mechanics, which provides rewarding progression and strategic depth. Players feel accomplished when completing achievements, clearing high difficulties, and seeing the game's balance and class identities improve with updates.
- Boredom (weight 0.04): Boredom results from repetitive gameplay and low replayability after completing the game once. Each character has a single optimal playstyle, and the grinding required for progression becomes tedious, making the experience dull over time.
- Excitement (weight 0.03): Excitement is driven by the addictive card-drawing mechanic and the engaging combination of control and RNG in deck-builders. The game's fast-paced, motivating gameplay hooks players and rekindles interest in the tower defense genre.
- Annoyance (weight 0.02): Annoyance is caused by the tedious tutorial, excessive manual operations like collecting farm money, and unintuitive controls that require constant scrolling. The inability to load previous saves after a defense line breaks adds to the frustration.
- Amusement (weight 0.02): Players find amusement in the cute mice characters and their busy hand movements, which add charm to the game. The creative and humorous combination of deck-building and tower defense, along with funny UI quirks like compressed card descriptions, entertains players.
- Confusion (weight 0.02): Confusion arises from unclear card descriptions and insufficient information about game mechanics, such as mercenary stay time and card effects for certain leaders. The game also fails to communicate its ending, leaving players unsure of the goal.
- Admiration (weight 0.02): Admiration is expressed for the game's innovative combination of city-building and card game mechanics, which sets it apart in the DBG genre. The cute and refined art style, well-drawn card art, and strong class designs like the Navigator earn praise.
- Addiction (weight 0.01): The game's addictive gameplay loop, driven by the desire to try one more run, keeps players coming back. The combination of strategy and progression creates a compelling, drug-like pull that makes the game hard to put down.
- Appreciation (weight 0.01): Players appreciate the variety offered by different decks, cards, and unlockable elements, which adds depth and replayability. The challenging nature and the time-as-a-resource mechanic bring tension that is valued as a differentiator from other card games.
- Stress (weight 0.01): Stress is induced by the game's chaotic nature and constant demand for attention, requiring non-stop micromanagement. The poor micromanagement design exacerbates the pressure, making the experience overwhelming.
- Sadness (weight 0.01): Sadness comes from the game no longer being updated and the lack of balance in some builds, which diminishes the experience. Players who once enjoyed the game now feel they cannot give a positive review due to these issues.
- Fatigue (weight 0.01): Fatigue sets in from manual controls becoming tiring in the late game, especially when scrolling the map as the base grows. Long runs that extend to wave 30 and beyond are exhausting, reducing the fun.
- Interest (weight 0.01): The game is found to be very interesting, likely due to its unique mechanics and strategic depth. This interest keeps players engaged and curious about exploring different strategies.
- Engagement (weight 0.01): The game is engaging and has nuance in how to play, keeping players occupied without noticing time passing. The depth of strategy and the need to make thoughtful decisions contribute to a highly immersive experience.
- Relief (weight 0.01): The game provides stress relief, offering a relaxing and enjoyable experience. Maxing out leaders makes the game easier, which can be a relief for players seeking a more casual playthrough.
- Dislike (weight 0.01): Dislike is expressed when the game does not suit personal taste, particularly regarding the art style of enemies. This subjective preference leads to a negative overall impression.
- Surprise (weight 0.01): Surprise is triggered by the game being busier than expected, with more mechanics and action than anticipated. Additionally, unexpected events like a guard unit killing the final boss in 8 seconds catch players off guard.}