Reviews from

in the past


i like the gnorp apologue because it has a lot of cute little guys in it, and because both the nature of the game (being an idler) and its presentation (gnorps and buildings drawn with stark black & white outlines with 'action' creating bursts of color) allow me to use it like a screensaver; a lite-brite diorama that sits in my room. the mechanics of the game are not that dissimilar from most idlers - you click on a circle to increase your numbers so you can buy things to make your numbers increasingly bigger - but the gnorp apologue has a sense of physicality which many idlers lack, as the UI elements exist on top of the game world rather than being the game world, a-la cookie clicker or adventure capitalist or something. you get to see all of your dudes perform their little tasks individually; maybe it's a bit like an ant farm if your ants could produce increasing quantities of ant-resource for you.
the basic idler premise is kept as simple as possible, you click on the rock to produce more rocks, and the entire goal and worldview of your gnorps is centered around further clicking the rock. i like that the gnorp apologue doesn't bother with stretching the game out too much via upping the scale over and over again to infinity, as a lot of idlers do, but instead takes almost this roguelike quality where you work your way towards a clearly defined and quickly achievable end goal, employing various strategies (do i want bombers or mountain climbers more? are drones even worth it?? should i make more pukey guys???) until you find one efficient enough to push you through a clean run. the downside of this is that, once i've mastered my gnorps, what's left? where will all my ants go once i've lost interest in them? perhaps the ultimate message of the gnorp apologue is that man is a cruel and disinterested god

Fun and entertaining albeit quite slow at times. I didn't like how much progression was artificially controlled. Left a bad taste in my mouth, yuck.
Still give it a go. It's pretty cheap and is fun for a while

pretty but also wtf is the point of an idle game that doesn't play offline but has REALLY slow online gameplay?

A simple cute idle game that doesn't waste your time. I'm more familiar with unending exponential idle games like Cookie Clicker which literally never end, and Gnorp keeps things achievable, concise, and doesn't out-stay its welcome.

The game is built around attacking a rock to generate shards and collecting those shards to spend on resources. The pile in the middle grows and if it builds beyond a threshold you go up one tier, the number of shards is halved but their value is doubled. With 10 tiers this makes the task of balancing your damage vs. collection the key to growing your supplies.

The units available are a cute and quirky mix that I won't spoil, but beyond the variety of unlockable structures and ways to affect damage/collection, there's also the traits. By reaching collection rate thresholds you earn special points that can be used on a skill tree of sorts that applies gameplay modifiers. These are key to winning the game so expect at least 3-4 runs and can make the strategy of how you win different - albeit not wildly so.

Overall the graphics are simple, the music is serviceable, and gameplay is enjoyable. In the 2 days I 100%'d it I saw just about everything it had to offer and was ready to stop anyways. There is replayability if you want to experiment with units and the skills but I don't think there's much motivation to. Good for people testing the waters of idle games, but lacking length and breadth for hardcore fans of the genre.

Super unique and charming incremental, while also being very approachable to people unfamiliar with the genre. Tons of player choice for how to progress, and I had a ton of fun figuring out which talents synergized with each other!!

I couldn't really get any replay value out of it, but damn, I got my money's worth.