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(+1)

This is a really cool and concise game, that had well executed concepts that surprised me multiple times.  I loved the pitch of playing the enemy responsible for stocking the dungeon.  Combat felt a little weak at first but you're a goblin so thats to be expected.  But wait! Then you amass a horde of dungeon denizens, which was awesome and thematic as well.  I only wish I had slightly more control or interaction with them, like a way to stun an enemy or partially maneuver them to avoid arrows.  Not only that but completing the levels modify your goblin because you are giving up the treasure, which was another nice touch to change it up.  My only real criticisms are it was hard to tell when I was getting hit sometimes and that since you dont have much control, it seemed like the monsters provided were tailored to sorta beat each encounter on their own.  Still really enjoyable game, mechanically and conceptually!  That last treasure :D  

(+1)

Ey, thanks for leaving your feedback! Glad you had fun with the game! Yeah, the focus of the combat ended up being the army building. We also wanted to give the A.I. More complex commands, but that would take too much time, something we didn't have much of. A stun tool for the player is actually a good ideia, I like it! Really appreciate the time and effort you have put into analyzing some of the mechanics and poiting some of the issues! Also, can you really blame him? The thing was hungry!