Watsup! It's me Cassel, the lead developer of Ratropolis.
How have you been? I am worried about micro-dust from east-china.
Prepare your masks when heading outside.
Ratropolis, like other rogue-like games, has a wide variety of variables and random elements
We aim to provide a unique experience every play.
As a result, random elements were added to the various systems in the game.

< Randomness in reward selection, card selection, card purchases, and enemy appearance >
However, these factors alone were not enough to provide players a different experience.
In other words, players stick to single play style in the game.
Most of them chose cards that they had been using for a while, even if they lost a little efficiency.
Not enough momentum for challenge was given to players.
So we added a system called advisers that gives high bonuses.
Advisers randomly appear and it's up to players to choose whether they accept the momentum or not.
- Adviser System –
Advisers are characters that give players permanent and powerful bonus effects.
If you think about the artifacts of 'Slay the Spire' and the items of 'The Binding of Isaac', it will be easier to understand.
Here are some of the more than 40 adviser abilities currently planned:

< I want a financial adviser, anything but an academic adviser.>
There're advisers simply improve the card's ability or reduce the cost of using it.
I try to change player behavior as much as possible.
More advisers will be added in the future.
I'm considering expanding the system through advisers.
If you have an interesting adviser idea, please leave a comment! I'll refer to it.
Advisers can be earned through special Wave rewards or
through the choice of events that occur during the game.
3 ways to earn it are: Through event choice, randomly acquiring it, or select an adviser out of 3 choices.
As you progress through the game, you will be able to earn higher tier advisers.

< Initial Adviser Selection Screen>
Think about acquired advisers turn up in the city as a character.
I wanted users to collect new population, not just civilians in the city....
Unexpectedly, adding advisers to a moving character took a lot of time.
It was inevitable that advisers appear only as an icon.
I want to characterize advisers later if I can afford the time.
Acquired advisers are indicated by an icon in the upper right corner of the screen.
You can hover over the icon at any time to see an adviser's information.
You can also hide Adviser icons from the screen via the rectangular button to the left of the menu button.

< 5 Advisers obtained during the game>
In the future, I thought it would be fun to add advisers from that are not rats.
- Event System –
In the future, we plan to get players to know the story of Ratropolis through an event system.
Illustrations and contexts of events that occur in the game shows a story.
The choices given allow the player to determine the direction of the game.
Through the choices, you get advisers, change card abilities, and
acquire special cards you can't get in the usual way.
With random elements added to it, each play is a unique and different experience.

< Event Screen >
Two branches of events exists: 1. Random events consisting of small episodes
and 2. Fixed events that convey the main story.
Random events can be progressed through NPCs that have a random chance to appear.
They can be negative effects, such as enemy invasion or civil insurrection,
Given options are made up of high-risk-high return where the player loses something.
Therefore, ready to play some adventure before proceeding with a random event.

< Bureaucratic NPC emerged with a random event! >
Fixed events are static events that appear when the player progresses a certain level.
It allows players to concentrate on the game with a huge reward.
Due to the nature of the game with a lot of random elements, players may feel financially doomed.
We want to make sure that players don't lose hope by rewarding them at the right time.
We've laid the foundations. We'll add more events as the game stabilizes
With events such as mini-games, offence event out of defensive wall!
It's hard to write an immersive story because I'm not good at writing ...
Hopefully, feedback may refine poor episode or stories.
So far this was content of the development diary.
In next diary, I will write about improvement to a tutorial.
And make opening video to explain the synopsis of the game.
Squeak~V
Facebook: https://www.facebook.com/CasselGames/
Twitter: https://twitter.com/CasselGames
Watsup! It's me Cassel, the lead developer of Ratropolis.
How have you been? I am worried about micro-dust from east-china.
Prepare your masks when heading outside.
Ratropolis, like other rogue-like games, has a wide variety of variables and random elements
We aim to provide a unique experience every play.
As a result, random elements were added to the various systems in the game.
< Randomness in reward selection, card selection, card purchases, and enemy appearance >
However, these factors alone were not enough to provide players a different experience.
In other words, players stick to single play style in the game.
Most of them chose cards that they had been using for a while, even if they lost a little efficiency.
Not enough momentum for challenge was given to players.
So we added a system called advisers that gives high bonuses.
Advisers randomly appear and it's up to players to choose whether they accept the momentum or not.
- Adviser System –
Advisers are characters that give players permanent and powerful bonus effects.
If you think about the artifacts of 'Slay the Spire' and the items of 'The Binding of Isaac', it will be easier to understand.
Here are some of the more than 40 adviser abilities currently planned:
< I want a financial adviser, anything but an academic adviser.>
There're advisers simply improve the card's ability or reduce the cost of using it.
I try to change player behavior as much as possible.
More advisers will be added in the future.
I'm considering expanding the system through advisers.
If you have an interesting adviser idea, please leave a comment! I'll refer to it.
Advisers can be earned through special Wave rewards or
through the choice of events that occur during the game.
3 ways to earn it are: Through event choice, randomly acquiring it, or select an adviser out of 3 choices.
As you progress through the game, you will be able to earn higher tier advisers.
< Initial Adviser Selection Screen>
Think about acquired advisers turn up in the city as a character.
I wanted users to collect new population, not just civilians in the city....
Unexpectedly, adding advisers to a moving character took a lot of time.
It was inevitable that advisers appear only as an icon.
I want to characterize advisers later if I can afford the time.
Acquired advisers are indicated by an icon in the upper right corner of the screen.
You can hover over the icon at any time to see an adviser's information.
You can also hide Adviser icons from the screen via the rectangular button to the left of the menu button.
< 5 Advisers obtained during the game>
In the future, I thought it would be fun to add advisers from that are not rats.
- Event System –
In the future, we plan to get players to know the story of Ratropolis through an event system.
Illustrations and contexts of events that occur in the game shows a story.
The choices given allow the player to determine the direction of the game.
Through the choices, you get advisers, change card abilities, and
acquire special cards you can't get in the usual way.
With random elements added to it, each play is a unique and different experience.
< Event Screen >
Two branches of events exists: 1. Random events consisting of small episodes
and 2. Fixed events that convey the main story.
Random events can be progressed through NPCs that have a random chance to appear.
They can be negative effects, such as enemy invasion or civil insurrection,
Given options are made up of high-risk-high return where the player loses something.
Therefore, ready to play some adventure before proceeding with a random event.
< Bureaucratic NPC emerged with a random event! >
Fixed events are static events that appear when the player progresses a certain level.
It allows players to concentrate on the game with a huge reward.
Due to the nature of the game with a lot of random elements, players may feel financially doomed.
We want to make sure that players don't lose hope by rewarding them at the right time.
We've laid the foundations. We'll add more events as the game stabilizes
With events such as mini-games, offence event out of defensive wall!
It's hard to write an immersive story because I'm not good at writing ...
Hopefully, feedback may refine poor episode or stories.
So far this was content of the development diary.
In next diary, I will write about improvement to a tutorial.
And make opening video to explain the synopsis of the game.
Squeak~V
Facebook: https://www.facebook.com/CasselGames/
Twitter: https://twitter.com/CasselGames