Thanks for playing, and for the feedback!
I think that's definitely the right strat at the moment. On higher difficulties you may need to fill in the u-turn spots that the final wave Ents use. But there may just be too much prime building real estate by camp.
Balancing was really difficult for me -- I kept wavering on whether I had time to build out debug tools to spawn arbitrary waves, etc. And I'm sort of happy that the thing ended up feeling like a game at all, balance-wise. For the jam, with only one level, I wanted Normal difficulty to be beatable while still making some mistakes.
Totally agree about the lack of complexity though. I had/have some plans for that, but I'm really curious about what sort of tower types or resources or worker behavior other folks are thinking about after their playthrough.