Rockpolis: Town survival by Pete

Rockpolis: Town survival is a turn-based deck building game where you try to defend the small town of Rockpolis against an ever increasing amount of enemies! Can you defeat the evil lord before getting overrun?
Links
- Web: http://noobworld.dk/games/adventurerockpolis/build04/html/
- Windows: http://noobworld.dk/games/adventurerockpolis/build04/windows/rockpolisv1.zip
How to play
An in-game tutorial will show after you select difficulty.
Controls
Game is mouse driven.
ESC to exit to main menu.
Ratings
| Overall | 293th | 3.52⭐ | 27🧑⚖️ |
| Fun | 145th | 3.64⭐ | 27🧑⚖️ |
| Innovation | 229th | 3.44⭐ | 27🧑⚖️ |
| Theme | 726th | 2.375⭐ | 26🧑⚖️ |
| Graphics | 476th | 3.269⭐ | 28🧑⚖️ |
| Audio | 418th | 2.708⭐ | 26🧑⚖️ |
| Humor | 353th | 2.684⭐ | 21🧑⚖️ |
| Mood | 530th | 2.955⭐ | 24🧑⚖️ |
| Given | 45🗳️ | 11🗨️ |
My tip for 'hard' difficult is: you don't NEED to buy new card each round. If your current deck have a good amount of attacking card, leave it as it is and just keep going!
Also, my tip for 'extreme' difficult is: Don't focus too much on the epic coins card. Grab some early on but then buy attack card (even the 3dmg) whenever you can. =]
I almost didn't use blue cards. They're useful yeah, but going with attack/coins was almost always the best/safer approach. Maybe if they were more powerful?
Overall, great work, pretty solid game, looks really nice. Would have loved to see a bit more graphical representation of the magnitude of the threat, rather than just a number in the top corner :)
I played this on stream at https://www.twitch.tv/videos/139973818 - Time 1:18:45
Good job!
Some suggestions:
* Blue card purchase piles should not be re-dealt each round Instead, there should be three cards available for purchase; at the end of the turn, the leftmost card disappears, the other two cards slide left, and a new card appears in the rightmost spot. If you buy a card, any cards to the right of it slide left to fill in the space and a new card is dealt immediately. This adds some strategy to purchases.
* A lot of the blue cards are, unfortunately, not very good. In particular, Bribe is very weak because it's only good if you happen to draw it on the same turn as you draw enough money to buy two things (or three) things. It should have some other effect; maybe purchase +2, health +2, or purchase + 2, attack +1, anything to ensure it won't be a dead weight most of the time.
* These sorts of games _need_ to have mechanics that allow you to delete things from your deck. Novice players often look at them and thing, "Why would I _ever_ do that?", but experienced players know that those are the most powerful cards in the game. Actually, that could tie in nicely to bribe: destroy a card in your hand or discard pile to get +2 purchasing power. Thematically, you're using the destroyed card as a bribe; mechanically, destroying a card actually becomes the whole point of Bribe. Might have to bump the cost, in fact.
* There should be a card that kills lots of enemies but can't hurt the boss.
* It'd be cool if, as the game progressed (as the turn count got higher), things escalated for your city as well as the enemy; in other words, just like the opponent automatically starts sending more enemies per turn as the game draws on, it'd be cool if you got a +Action, +CardsDrawn or +Purchase bonus after a certain number of turns. Or maybe add a new card type (green?) that could show up occasionally in the blue card row, was really expensive, and gave permanent bonuses. In that case, maybe they're eventually destroyed by damage to the city and go to your discard pile (like Stations in Star Realms).
EDIT: Actually, Bribe doesn't even work, it made me draw 2 instead of buy 2, so it's not possible to buy more than one card a turn it seems, since bribe is the only card that would have done that.
The balance in this game needs some work. Most of the blue cards just aren't worth getting, and you can easily beat hard difficulty while completely ignoring them (intense seems to be litterally impossible. You can barely fend off attackers even with a deck full of +5 defense cards).
I think if this game was expanded upon and balanced so that blue cards were more necessary, it could be pretty fun.
Still, this was a lot to do in a weekend I imagine, and you had a lot of cool stuff going on here with the card animations and UI. So, well done!
Great job though!