This game is difficult. It is not a complaint though.
As someone who mastered Monster Hunter and Elden Ring... crunching numbers and coming up with strategies is not my forte. That's why the game is difficult for me.
Add to that "sausage" resource for every card and managing your little army of gnomes becomes a bit tedious rather than fun. In similar games like Slay the Spire, making an OP build required a bit of an RNG luck and foreknowledge of the cards.
In Union of Gnomes however... it requires some grind, some strategy and a little bit of luck with the cards.
Ultimately the game is not for me but I did enjoy the wacky story and presentation.
Fairly standard but fun and competent Deck Builder Roguelike of the Slay the Spire type.
Rated Teen - Whimsical cartoonish art style, fairy tale backdrop, and light hearted writing but with not really child friendly - with ref about drinking, naughty nuns, and slavery. Nothing actually explicit and rarely serious.
There's an overarching Campaign/Story mode with leveling and stats without premadeath that has the STS stages as nodes in a larger map.
Plus a more standard roguelike run mode that uses a grid map instead of nodes.
I didn't find it all that hard even without grinding after getting a handle of the cards and strategies.
Overall enjoyable and very polished.
Not sure if it's that replayable without future mods even with its "infinite mode".
Various minor issues and notes-
There's a number of balancing issues with the big one that it's not too hard to make infinite loops.
One of the biggest sources of variety is held in consumable "relics" (called bling) that only last one stage but can be saved and stored. So you'll need to grind to get enough or just use strategy that doesn't depend on them.
Some later bosses are kinda BS unless you have an OP loop/build which can trivialize them like everything else. Though I guess that's fairly inline with STS.
No option to view upgraded forms of cards - which can sometimes differ greatly (ie. a one-time becoming reusable)
Defense is kept between rounds by default. Luckily turtling isn't really recommended save a few builds/enemies.
Mana economy is weird by default. Some heroes recharge only 1 per turn, some not at all. Mana cards are easy to come by and generally cheap.
Food economy is mostly a nuisance. It only really matters if you spam commands (which can be powerful - one is to make all cards 0 cost for the turn).
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