Tower defense games. Chances are you have played one, two, or a dozen, especially if you frequent browser game portals like
Newgrounds or
Kongregate. Most of them revolve around the simple concept of enemies going for a goal along a set path, and you have to kill them. Some even make use of mazing, which forces enemies to take different paths that you determine. But what if the enemy placement is random? And want if your towers actually attracted enemies before killing them? Well, you'd have
No Home For Gnomes.
The gameplay behind
No Home For Gnomes is so simple, yet completely untried elsewhere, that it truly impresses. Gnomes will approach your house from any angle, up to 180 degrees in front of the house. You must stop them by placing flowers, which gnomes can't resist! These flowers pull in the gnomes, and after a short while, damage them. If the flower damaged them enough, they die. If not, the gnome continues, the flower depleted for a short while. It's such an easy system to get used to, but trust us: it's hard to master. The game is short (you can beat it in 5-10 minutes) but really oozes quality of design and art. It's easily one of the best concepts to emerge from
TOJam 4.