Gnomes TD. (Adding a new layer of micro-managing to TDs)

Harm bushes in the bottom, sprawling and hogging space for 1 damage. 


 The main peculiarity of this game is that unlike traditional tower defense games, neither the enemy spawn points nor your towers' (or more accurately, your gnomes) is fixed and rather you're expected to relocate your units. This enables a type of strategizing that's, as far as I know, unique to Gnomes TD, which foresight in the positioning of unmoving towers and protecting your production flowers, which can be trampled. 

Obviously there other things to the game, units range, cost of production, managing of resources, relics and relic priorization, but all of these are common to the genre. 

For the first map I was thrilled, which is unlike me as I don't normally like tower defense, but sadly, the game's novelty wears off shortly afterward, or rather immediatly afterwards. By map two I was just practicing what I learned at map one, which took me like five attemps to beat, resulting in victory, and by map three I was rather bored of the game, mostly of some of the mechanics and balance issues 

I think the relics are very RNG dependant and that getting lucky a couple times in the beginning sets you up for the rest of the run, and that micro managing which gnome kills which goblin so that they're more or less equally leveled is a pain in the ass, some units are obviously better than others, like the archer or the spearman, and others simply are too expensive for the effect they have, like a tiny cleave or a slightly broader area of attack that most times is useless. The champion or mace man , I don't currently remember the name, has this deceitful description about stunning enemies for one second to which I tried stacking to stun lock them and it didn't work, and three of these expensive mace man barely managed to stall enemies long enough to score two more hits, maybe. 

I'm particularly annoyed by the fact that maps are so similar and that units barely diverge from one map to the other, it does feel that after map one I've been redoing the same thing over and over, hoping to get lucky with the items and units. 

Overall, creative, yes, innovative to an extent, funny for a while, but ultimately forgettable. 

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