I know that the amount of work needed to have a simulation game function smoothly enough to leave it playing in the background is incredibly high. The controls feel good, everything does what it's supposed to. I did not encounter any bugs at all.
Activity animations are fun, and not actually something that's common in these types of colony sims, they add an additional sense of action to what's happening. The music track fits the action and tone. The writing for traits and personalities is detailed, complete and extensive, though I didn't really feel too strong of a connection to any particular goblin. The game feels closer to an evolution sim than a colony sim to me, where the goblins are noteworthy as genetic lineages rather than individual characters. This isn't a bad thing, it can even be something that really sets this game apart if you want to continue development with a stronger slant towards that angle.
The genetics are fun, but require a bit too much continuous focus when there's not much else happening. Construction goals, hidden treasure areas to dig into, tasks that can only be done when you have the right breed of goblin, and similar things could be side-goals for players to pursue while they are trying to make a goblin with the biggest boobs imaginable.
Very impressive work, tackling something of this scale for a jam is no small coding task!