Reverse the roles and play as a goblin rather than a knight or wizard in this parody dungeon game. Watch your family get mown down by a lvl 100 paladin and embark on an epic quest of revenge, beset on all sides by greedy powerleveling adventurers. Create and share your own maps with powerful built-in editor.
User reviews:
Mostly Positive (34 reviews) - 79% of the 34 user reviews for this game are positive.
Release Date: Jul 7, 2016

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October 25

Halloween on the server...

It's Halloween on the Goblin's shard, and the heroes are dressing up in silly costumes, as is the fashion in MMOs these days..

Patch 1.3.0 adds a new map ('Haunted House'), full of fiendish traps and spooky noises. And the usual amount of dumbass adventurers out to kill the goblin for a few XP. It also adds a brand-new piece of spooky music.

Enjoy! ... if you dare!

0 comments Read more

September 19

G&G v1.2 and free Music DLC released!

This patch adds some new game content, and a free music DLC download.

- We have added a new object, the "helium vial". When smashed this creates a purple "cloud of helium" that makes anything inside it fly up in the air for a few seconds. Seems realistic, right?
- We have added two new official maps which you'll see from the Play window:
(1) Gopunzel - can you save the lovely maiden from the tower? Is there such a thing as a goblin with long flowing golden hair?
(2) No Goblin's Sky - explore an almost infinite procedurally generated universe! Meet other players! Craft new spaceships!**

** Some of these claims may be false.

Music DLC:
This is the full original 13-song music soundtrack from the game.

Track Listing:
1. Goblins & Grottos Trailer
2. The Goblin's Quest
3. Goblin Dance
4. Goblin Detective
5. Magic Woodland
6. Enchanted Forest
7. NPC March
8. Sneaky Goblin
9. The Hall of the Mountain Troll
10. Goblin Boss Fight
11. The Illusionist
12. Goblin Detective (Reprise)
13. Final Boss Battle

3 comments Read more

About This Game

A comedy puzzle platformer where you play as a goblin trying to escape from a team of greedy adventurers. Handcrafted levels with delightful pixel art and carefully programmed interactions: climb walls, hang from chains, push barrels onto the heads of your enemies, lure them into traps with the promise of gold coins…

Goblins & Grottos comes with a built-in campaign, starting with the death of your family and following your progress through dungeon levels until you reach the surface world and journey through the forest, the town and the mountain as you try to track down your family's killer. While the adventurers level up and get better equipment and skills, the goblin does not. That’s hardly fair is it? And all they seem to care about is the amount of xp they’ll get by killing you!

A core part of the game is the built-in level editor and online sharing facility. Build your own levels, share them with the world, and play other people’s levels! Define the traps, puzzles, and adventurers in your level.. define their skills and what chat they say as things happen to them. You can even add a story to your level through the other creatures, scrolls and books you put in it, and through the game's powerful cutscene-editing system.

  • Reverse the normal roles and play as the goblin rather than the adventurers
  • Revenge the death of your family
  • Explore dungeons, forests and castles filled with fiendish puzzles, traps and greedy adventurers
  • Make your own game maps and puzzle mechanics, and share them online
  • Create your own cutscenes and stories
  • Play the built in campaign plus maps and stories shared by other players
  • Enjoy an epic soundtrack and game audio
  • Eat muffins!

System Requirements

Mac OS X
    • OS: Windows XP
    • Processor: Core 2 Duo
    • Memory: 1 GB RAM
    • Graphics: WebGL Compatible
    • Network: Broadband Internet connection
    • Storage: 100 MB available space
    • Sound Card: OpenAL compatible
    • OS: Windows 7
    • Processor: Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: WebGL Compatible
    • Network: Broadband Internet connection
    • Storage: 150 MB available space
    • Sound Card: OpenAL compatible
    • OS: Leopard (10.5)
    • Processor: Core Duo i5
    • Memory: 1 GB RAM
    • Graphics: WebGL Compatible
    • Network: Broadband Internet connection
    • Storage: 100 MB available space
    • Sound Card: OpenAL compatible
    • OS: Leopard (10.5) or higher
    • Processor: Core Duo i5
    • Memory: 2 GB RAM
    • Graphics: WebGL Compatible
    • Network: Broadband Internet connection
    • Storage: 150 MB available space
    • Sound Card: OpenAL compatible
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mostly Positive (34 reviews)
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28 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  Overall
43 of 54 people (80%) found this review helpful
23.6 hrs on record
Early Access Review
Posted: December 20, 2015
When I first got this game, I was disappointed to find there was a glitch that wasn't allowing the game to open no matter what I tried. Went to the forum boards for help, and the developer themselves contacted me and fixed the problem on the spot. That's freaking awesome integrity to say the least. More to the point to anyone that reads this, games really fun, handles well, and really makes you think rather than just allow you to bumble through.
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59 of 85 people (69%) found this review helpful
Not Recommended
6.5 hrs on record
Posted: July 7
I love goblins a lot. I love puzzle platformers, I love the art style of this game - everything about the concept of this game feels like something that I should enjoy, but I don't think I can recommend it in its current state.

The gameplay involves a lot of pushing and pulling objects, throwing whatever you can get your goblin claws on, climbing walls, and swinging from chains. Right off the bat, none of this feels good to do. There's just something about the movement and interaction that doesn't feel right. Pushing, pulling, and climbing is all done at a snail's pace. Getting a chain to sway back and forth is similarly sluggish, but the bigger problem is that jumping sideways off of a wall or a chain only works about a third of the time. That is a huge issue when a lot of the platforming involves making your way up and jumping across gaps to ascend the level. Throwing, too, feels strange - there are a lot of precise throws you need to make to hit buttons, but no matter if you're using your normal throw or strong throw, you probably aren't going to hit your target.

As for the design of puzzles themselves, there isn't really anything great or terrible about them. They're just pretty basic, and don't feel terribly exciting to solve. It's when the game's mechanics come in that they start to fall apart. It's simple enough to see what you have to do, but because of how the game handles, actually getting the objects to go where you want them to go feels like a chore. If you mess up, and die from an enemy, fall damage, or a trap (some of which are completely untelegraphed and with no indication of any danger ahead), you'll respawn at a fancy-looking goblin checkpoint, but you can only respawn there a limited amount of times before it crumbles, and you're sent back to the previous checkpoint. The map doesn't reload, though, and it's not like you're loading an earlier save - you just spawn way back in the level whenever you die. With how long some of the levels can get, it can be really annoying, and since none of the stuff you've been moving around and interacting with resets when loading a checkpoint, you might be better off just completely restarting the level from scratch.

In fact, there were a few times where I had to restart a level because the way forward became impossible due to objects getting stuck, or falling away from where I needed them, with no way to get them back up. I was left wondering if the level was designed that way, if it was just a bug, or just bad luck. I don't think there's necessarily anything wrong with having to reset a puzzle if you mess up, but it definitely doesn't feel great to play a long level all over again because a boulder you needed rolled a different way than it was supposed to.

Speaking of restarting, this is impossible to do using just a controller, since none of the menus in the game work with a controller at all. I imagine this is something that will probably be added in a future patch, but it's still annoying to have to go back to keyboard & mouse to click through a menu.

I think after all is said and done the game's main draw is probably the custom map creator. Anyone can easily make levels Mario Maker-style and upload them for others to play. The level browser is easy to navigate and shows a lot of neat and practical info about the levels. I didn't dive too deep into the player-created levels, and unfortunately, the ones that I did weren't too fun to play, but I can see the potential in the editor. There's even the ability to add cutscenes and text and stuff like that for those who want to create a custom story/campaign. I really like this idea and I think that if more people get their hands on it there could be some cool maps coming out for it in the future.

I really wanted to like this game, but I just didn't find it very fun to play. I was hoping when it came out of Early Access some of my problems with the game would be fixed or alleviated, but there wasn't a whole lot that changed outside of more levels and assets being added to the editor. Even though I don't recommend this game as of this review, I'm going to keep my eye on it to see if there are any changes to it in the future.
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37 of 51 people (73%) found this review helpful
7 people found this review funny
1.2 hrs on record
Early Access Review
Posted: December 16, 2015

GOBLINS AND GROTTOS is a puzzle-driven platform game casting you as an orphaned goblin whose family is smashed into a pitiful amount of XP by a monstrous paladin and his companion. Your goal is one of simple revenge; you will track this genocidal fiend through caverns, mountains and forests in a bid to bring him to bloody justice.

The various conundrums are largely of the pull box here to hold button there variety with many of their immediate objectives in aid of laying waste to the army of mindless adventurers that lurk throughout the game to impede your progress. Lever-armed spike traps, mangling boulders and destructible outcrops are all in place to assist in their deaths, as well as the opportunity to lure the greedy idiots into harm's way with treasure chests.

The entire experience is unashamedly meta; the enemies refer to their in-game exploits as if controlled by the worst kind of WoW enthusiast. In as little as the first few minutes, there is a direct LEEEEROOOYYY JEEENNNKIIIINNNS skit played out in front of you. Some of the jokes are maybe a little too easy but considering the rate they fly out at, the humour feels immersive and complimentary to the game, rather than an awkward distraction.

There are a few frustrating quirks in the physics; the clutter created by assassinating an adventurer or freeing a boulder sometimes reacts to you standing on it by inexplicably spearing you in the face, killing you instantly. This alone isn't too much a big deal as you have an infinite amount of lives but it's a different story when combined with the somewhat bizarre checkpoint system. A checkpoint will only allow you to respawn by it a very limited number of times before it sends you backwards to a previous checkpoint. Die enough times and you're spawning back at the level's beginning. There's no real penalty to it as you retain all progress made within the stage; you just have to jump, climb and run back to where you were which seems to be little more than a cynical penalty for experimentation, especially in the later levels.

Still, these are minor flaws when compared to what should undoubtedly be the main draw of Goblins and Grottos. The game possesses a powerful map editor which allows you create custom levels and campaigns for sharing online, even going as far as to let you write your own dialogue and plot for your NPCs. It could honestly use a basic tutorial just for the sake of eliminating half an hour's worth of random clicking but, that aside, there's hours of creative madness to be had with it.

Our resident channel aristocrat Sir Durbadae gave the first level a crack. Check it out below.
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15 of 16 people (94%) found this review helpful
1 person found this review funny
5.5 hrs on record
Posted: July 10
My measure of a great game is when it's buggy as hell, and seemingly unfinished in others, but it's still so original and fun you can't stop playing it. As of writing this, they're on v 1.0.4 and, it's my favorite new platformer since Broforce.

Unlike BroForce or most other platformers, don't go into this one expecting to massacre enemies. I mean, you do massacre enemies (and friends) but in a long, drawn out sort of way, because you play as a tiny goblin with no weapons and only you Spiderman-like ability to cling to walls. (you're so weak, you can't even open up doors) It's basically Trapt or Tecmo's Deception, in platformer format.... with muffins.
There are pretty much only three ways to kill something in this game, crush them, make them fall, or blow them up. Every enemy in the game will one-hit kill you, but lucklily you can endlessly respawn at the beginning of the level or from restore statues scattered throughout (which gradually wear out and break, encouraging you to not screw up too often)


* Fun stealth/trap-based platformer, where you play as the weakest monster in the dungeon.

* Very open ended exploration in a dungeon feels bigger than it is. There are lots of path choices, and it doesn't feel like the game locks you into a set course or holds your hand. You just keep exploring until you find the exit. It is possible to totally screw yourself by pushing the wrong crate or failing to take out an enemy with a barrel of explosives, but you can always reset and try again, and *most* of the time when you spectacularly screw something up, you're only depriving yourself of a cool secret area and some tasty muffins.

* Incredibly funny, and absolutely chocked full of secrets. Watching the other denizens of the dungeon interact is often nearly as much fun as playing the game itself.

* You can ride a sheep *AND* design your own levels!

Cons (as of v.1.0.4):

* Controls are slow and annoying in parts, especially with the "cling" and "throw" buttons on a controller, that can't be remapped (currently). It's also very hard to anticipate where objects will land with the throw mechanics, and there's no visual wind-up "tell" that you are actually about to throw an object, or how far it's going to travel. It would also be nice to be able to throw/drop while clinging, or when standing next to other objects. (being unable to throw or drop a bomb close enough to a brick you want to destroy because there happens to be a brick on the floor.) There's also no way to bring up the menu or restart the level from the controller.

* Physics/graphics fails. Mainly invoving projectiles, chains, and bombs. Nothing game-breaking but you do sometimes end up with explosions or projectiles flying off to get stuck in walls, or a perpetual sparking bomb animation that never goes away.
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16 of 19 people (84%) found this review helpful
2.7 hrs on record
Posted: July 8
Awesomely addictive game! Spent the morning dying...alot but still kept coming back for more!(Not many games I can say that about to be honest) . Really love the sense of humour in the game and the way the checkpoint statues explode when you keep dying is a pretty nice touch. Puzzles are fun, engaging and satisfying to master and the art style is also perfectly fitting with the entire style of the game. Great to see a good quality Indie game like this on steam! Will be going back to kick some Paladin ♥♥♥ as soon as I catch a free moment! :)
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17 of 21 people (81%) found this review helpful
7.5 hrs on record
Early Access Review
Posted: January 2
Two thumbs up for this game. For RPing geeks like us who sometimes mindlessly slayed goblins, orcs, and monsters by the dozen, here is the situation seen from the other perspective: you get to play the little green guy, this time. So you'd better avoid the big armored adventurers who'd slice you in half in one single swing from their sword or axe and you've got to find indirect (and sometimes devious) ways to lead them to their deaths...

I like the humor of this game (some lines made me laugh out loud). The pixel art is full of charm, and what starts up as an unassuming game soon shows its subtleties. Variations and subtleties of control let you do more things in more ways than you'd think possible at first. The more I'm playing it, the more fun it gets.

It's still an early access game: you'll go through some part of the story without thinking twice and you'll be stalled for a couple of hours on some other levels.. But the developers are constantly working on it, rebalancing things, readjusting levels, fixing minor issues. They reply almost in real time on the forums and they work hard on their game levels and on their game mechanics.

So, the game is already good and it's likely to get better. If you think you're into this sort of game, you should really give this one a try... :)
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15 of 18 people (83%) found this review helpful
23.8 hrs on record
Early Access Review
Posted: February 20
I've been obsessed with this game for the past week or so, and I think it's high time I tried to put into words all the things I enjoy about it.

Goblins and Grottos is an engrossing puzzle-platformer with a sense of humor that will appeal to anyone who is familiar with MMO culture or fantasy tropes. You play as the nameless Goblin, whose entire family was slaughtered by a level 100 paladin who appears to have been power-levelling his n00b buddy. On your quest for revenge you'll make your way through caves, dungeons, and forests inhabited by adventurers that call to mind every sort of MMO player you can think of -- and all of them are trying to kill YOU for phat lewtz and xp. You're only a weak little unarmed goblin, unable to gain levels like the adventurers do (and they do -- if you die they gain experience and can level up and gain better abilities!) and unable to really fight back except through your own cunning, using the environment to either make your escape or defeat those who would hunt you.

The traps work well and are incredibly satisfying to deploy. They can either be very simple -- a spike pit or a lever that drops a barrel, for instance -- or more complex -- knocking down a chest of loot in order to distract a knight and set him up for something else. Right now there are stationary spikes, lever-operated spikes, flame traps, boulders, slippery surfaces, arrow traps, water, chains to swing from and climb, and probably a lot of things that I'm forgetting (plus more coming all the time, as the game is still in Early Access and the developers are actively working on it and update it regularly). In addition, there are explosive kegs, throwable bombs, an ever-expanding variety of adventurers who attack you in many different ways, and a ton of props and pieces that are moveable or even throwable (small rocks, skulls, boxes, barrels, tables, etc.). There are potentially multiple ways of completing levels, and your final score is based on how fast you complete it and how many points you earn (or lose) by defeating adventurers, eating muffins, or dying along the way.

The Official Story is currently ten levels long, but will clearly be continued in the future (as I said above, the game is currently in Early Access). I found it a good mix of entertaining and challenging, and I'm eager to see where the simple but fun story goes.

The real meat of the game, though, is the custom level editor, which is a blast to fool around with. It's fairly simple to figure out, and you can make your own levels as simple or complex as you want to, then upload them for other people to play. All the tools used in the official story are available to you here, including music, dialogue, and even a cutscene editor in case you want to make a more complex story for your levels. There is already an active community uploading custom maps, and I had a ton of fun playing them all and then trying to perfect my approach to each of them. Some levels are quick and simple and give you the same rush as playing a game of Sonic the Hedgehog or just screwing around in Assassin's Creed -- you know what I mean, that thrill of just running through as quickly as possible, trying to hit all the right spots in just the right way to shave fractions of a second off of your time. Others are intended to be story-focused, or silly impossible challenges, or my favorite: incredibly difficult, punishing levels designed to push your skills to the max. The only regret I had was that I ran out of maps before I ran out of desire to play more, but players and the developers are sharing more maps all the time. I'm working on one of my own right now, and the design and building process is very satisfying.

The music in this game is excellent. There aren't a ton of tracks yet, but all of them are quirky and fit the "feel" of the game perfectly. I have yet to get tired of ANY of the music, which is really important in a game like this I think, and a real accomplishment. The developers have also made the soundtrack available to you to download for free, if you are so inclined, and that's another small gesture that I really appreciate.

The sound effects are one of my favorite things. None of the characters "speak" coherently out loud -- their dialogue goes into speech bubbles, but they all make various nonsense noises (sort of like the Sims): chit-chat, alarm, chasing, dying. Each type of character has a unique sound and feel, from the brutish warrior type to the hoity-toity "speech" of the Elf Queen. I personally never get tired of listening to the wizard adventurers jabber away in the background. It's almost a shame that I have to kill them so I don't get a fireball to the face.

Overall, I absolutely would rate this game 10/10. It's addictive, with just the right blend of fun and challenge, skill and humor, good for long sessions or just a quick run-through or two. The devs have real love for their material, and it shows. The game is worth the price even in Early Access, and it's getting better all the time, with regular updates from devs and player-made maps (or maps of your own) to keep you occupied in between updates. The devs are also active on their forums, very helpful if you have any questions, and actively consider recommendations and ideas from the community.

If you like platformers, or goblins, or MMO humor, or, y'know, FUN, pick up Goblins and Grottos and give it a try.
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15 of 18 people (83%) found this review helpful
6.2 hrs on record
Early Access Review
Posted: December 19, 2015
I have so much fun playing GOBLINS AND GROTTOS. Getting up in the morning, playing the story mode (With all the funny jokes that are in it), and seeing who can complete a level the fastest with my brother. GOBLINS AND GROTTOS is a really good game that shows lots of potential.


The controls in GOBLINS AND GROTTOS are nice and they work well. There could be more control configurations, such as W A S D and SPACE for moving, MOUSE 1 to grab things, and MOUSE 2 to pick up and throw things. Other than that, the controls are nice.

SOUNDS (9/10)

The audio soundtrack is an odd collection that really captures the essence of the game itself. You can hear the nice music in the background as the Goblin parkours his way through each level. The speech of the knights are also very comical, and give you a good laugh. It would be good if the sounds were quite distorted. It would also be good if you could import sounds in the mapmaker.

GRAPHICS (9.5/10)

The graphics are wonderfully drawn, with lods of details and colours. The animations and illustrations lure you into the story of the Goblin. I quite like the distortion effect when any object is underwater.


At first, it was challenging, but now, I can do most levels in a breeze. Then there is some very challenging levels which I like, and levels that are more like puzzles. The balance between challenging and impossible is pretty good.


The humor in GOBLINS AND GROTTOS is very effective and funny. The sounds that the knights make are very humorous. The Story itself doesn't have too much depth though. From what I can tell it is just the Goblin wants revenge because the Paladin killed his father.


The Mapmaker is a really nice feature that allows the community to share maps with each other, and compete for the number 1 spot. At first, the Mapmaker is a little bit difficult to understand, but when you make more maps, it is very nice. It can be quite time consuming creating a map, but when it is done, you feel a great sense of accomplishment. In my opinion it is even better than Mario Maker because you can make your own storys and cutscenes and be creative.

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17 of 22 people (77%) found this review helpful
1 person found this review funny
2.9 hrs on record
Early Access Review
Posted: December 19, 2015
This game is well worth the 12.99, even in early access. Imagine mario maker, but now you can make cutscenes and dialogues which open up so many more ways to be creative.
The graphics and animations are cute and are well up to the standard set by other games using pixelated graphics that have been released recently. I was one of the lucky few who got to play in the closed beta and I'm not gonna lie, back then (especially in earlier patches) there was alot of physics bugs; however most if not all of them seem to be fixed for the early acess release. On a technical level, this game has less bugs and glitches then the majority of ealry access games.
The controls are very simple and easy to pick up. The map maker and the amount of creativity involved in creating your own levels is where this game really shines, however, The map maker interface is simple and easy to use, and the sheer amount of possibilities is what in my opinion makes this game so enjoyable. Sharing maps with friends and playing the top maps online is what this game is all about, and the fact that it has dialogues and cutscenes that you can make makes it even better.
In conclusion this game is driven by the excellent map maker and map sharing system, which is backed up by a very well functioning and technically sound game. I give this game 9/10.
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12 of 13 people (92%) found this review helpful
9.1 hrs on record
Early Access Review
Posted: December 20, 2015
This game has drastically changed since I've played it in the Summer and I'm glad I stumbled upon this 8 bit masterpiece again. This game exerts creativity from the map editor, challenging puzzles, superb 8 bit artwork, and funny dialogue that you don't normally see in a platformer. The simplicity of the game makes you appreciate that retro feel of it if as if you were playing this gem from the 90s. A huge bonus feature of this game is the map editor where you can customize and share your maps with other people! The maps you can create are agility, story, puzzle, or just plain silly! As I played the first little bit there's a few changes that I would hope to see in the future:

1. The map editor selection screen needs to be simplified and organized by categories

2. Whenever your selecting an item in the map editor it should have some stats of what it is...for the cave moss I didn't realize that it's a object and I thought it was just tangible debris

3. The triggers for scene cuts should have an option for a preview! As well previewing levers, patrols, and etc.

Overall I am very pleased with the game and would recommend it to anybody who loves 8 bit games! Try it out!
I've also made a Let's Play video of if you want to take a look at what I've discussed!

Let's Play Video Link:
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Recently Posted
1.4 hrs
Posted: September 22
It's a physics-based puzzle platformer. While the images/videos might hint towards a slightly more open-worldish type affair, the levels themselves are fairly straightforward with the exception of side areas you can muck around with for the sake of increasing your score... Which is just a score, there doesn't appear to be anything interesting associated with the number other than that deeply satisfying feeling of watching something get bigger because of you.


Now, from my handle and profile picture, you might presume I have a certain appreciation of all things goblinoid. This is true. I suppose I just feel a natural sense of connection with small, green, warty little beasts that are regularly and often deservedly reviled... So seeing a game where you play as a goblin, surrounded by other goblins, beating up entitled tin-can heroes using deviously improvised traps and pitfalls felt like Steam had finally answered my prayers and delivered an indie title that wasn't completely terrible. The charming art style only added to that impression.

The problem is... The art style is pretty much the one good thing here. The player controls are manageable once you get used to them, certainly, but there's always the occasional hiccup associated with being something that tries to obey the fickle laws of video game physics. The main problem arises from the fact that you don't have quite as much, if any, control over everything else in the game that is also having issues trying desperately to not exist in the same physical space as something else.

Dragging a massive boulder will of course be slow going, until the boulder suddenly and inexplicably flips into the air and sails over your head if you're lucky, or onto it if you're unlucky. Crates and barrels will sometimes be perfectly obedient, other times they will bounce just high enough to count as being lethally dangerous when they touch you again.

Unpredictable, bizarre and frequent deaths are really just part of the fun with doing anything in a game with a physics engine though, and the game is kind enough to have a mercifully short turnover time in regards to respawning.

However, you can't just run around willy-nilly and smash your bristled little green head against the puzzles until you find the right solution, despite several of them only being solveable by doing just that.

The reason you can't use trial-and-error is that, first of all, respawn checkpoints are limited. I mean this in the sense that you can only respawn at a specific checkpoint a certain number of times, after which you get sent back to the last checkpoint before that one, and so on until you're respawning at the very start of the level again.

This doesn't make the game more difficult or challenging, it just makes it more tedious. The only thing you have to do is just run and jump a bit more through old territory to get back to where you were, only to die to the same puzzle again and have to make the trek one more time. Or, if your luck's particularly foul, you get sent to a checkpoint that was before a point-of-no-return, so you actually CAN'T get back to where you were and need to restart the whole level from scratch.

Second, even if you don't have a particularly fatal puzzle at hand, it is entirely possible in far too many circumstances that you end up accidentally pushing something too much or not pushing it enough, in which case the thing you needed for the other thing gets irretrievably jammed into some spikes somewhere, and you have to start the level over since no amount of blood sacrifice will make the spike-gods relinquish their prize of a small throwable pebble.

Now, again, there's a chance for redemption here. Games with puzzles that can lock down like that will generally have fairly short levels and a quick way of resetting the puzzles so you can give it another try... Not so in Goblins and Grottos. The game shows off its really quite wonderful art style by having these large, sprawling maps for you to explore and maneuver around... Which is great in and of itself, and was really what I was looking for. The problem is when you combine that with tricky puzzles that can permanently stick themselves to the point where you need to do all the exploration all over again. This is particularly irritating when the only reason things got borked was because the physics engine ♥♥♥♥ itself while doing a routine calculation, and sent something inexplicably flying (which, let's face it, is one of the biggest reasons we love physics engines in games).

The game basically needs to decide what it is... Is it a casual, quick little puzzle platformer with difficult trial-and-error puzzles? Or is it a slightly more open exploration game for fiddling around? Trying to combine the two just results in a puzzle platformer that takes too long to get anywhere and that you're too scared to explore for fear of accidentally jamming the system again. Considering the game has already been released and doesn't even bear the cautionary label of "Early Access", I think it's fair to assume that Goblins and Grottos isn't going to be making any particularly big changes to its fundamental gameplay anymore.

I really, really wanted to like this... I really did. Again, the art style is fantastic, and the humor wasn't nearly as irritating as it potentially could have been... But it's all just a bunch of polish on a game that isn't there.

You can't make a game that requires tight controls and exact reactions, then throw in a chaotic physics engine to make things interesting. You can't make a puzzle that demands trial and error, and then punish the player for not getting it right the first time.

On the plus side, the game does have a map editor... So I guess you could just make your own maps that have nothing to do with how the rest of the game runs, and then just marvel at how pretty it is.
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Ewes Dead
0.7 hrs
Posted: September 21
fUn with simple controls and a mazelike map layout with fun ways to beat the puzzles and fun WoW spoofs all over. Def one to play when you want to relax and are need a break from your guilds
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5.5 hrs
Posted: September 11
I love this game, but I cannot recommend it in its current state simply due to massive technical issues.

If you plan to purchase, avoid third party to allow refund elegibility.

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A developer has responded on Sep 11 @ 10:07am
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1.4 hrs
Posted: September 9
A really good game, original, fun gameplay and lot of sense of humour!
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1.6 hrs
Posted: August 10
not very fun
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2.1 hrs
Posted: August 7
I tried to like this game , I really did. But i cannot recommend it.

At its core it is a platformer with push puzzles , traps and physics.
Problem is , the difficulty stems not from the game design but rather from the lack of it.
Some puzzles require you to jump on chains but the chains move without logic , sometimes catapultig you randomly around the room , into spikes.
There are purple mushrooms that act like springs , but they seem to ignore gravity and intertia and just catapult you as they will into spikes.
The final straw was a room of cannon enemies , their shots bounce like a pool ball , completely unpredictable , and explode on top of that.

I've had the broken mechanics work in my favor at times when i tried to push a treasure chest up a lift to distract some knights , it got stuck , bounced off a wall and crushed both of them.
Another time a cannonball took out three enemies for no reason , they all just bounced into one another and died without taking any fall damage.

If you can forgive frustrating mechanics the concept is unique enough to check out , but right now , as far as I am concerned , the challenge is not designed as much as a chaotic physics engine that doesn't know whether it's coming or going.
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113.6 hrs
Posted: July 18
Addictive. Excellent game and creating your own levels is easy....and deadly!
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Ezel Berbier
3.6 hrs
Posted: July 13
Funny concept and writing, great graphic style, good music too!
Where the game really shines however is in the the level editor and in the levels shared by the community. You can have fun with it in a "mario maker" sort of fashion and try to make convoluted puzzles for your frenemies, or you can even make whole campaigns complete with stories, cutscenes and secrets.
If you always wanted a mario maker equivalent for physics puzzle platformers, this is the game for you.

Also good for you if you really don't like mmo druids.
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3.8 hrs
Posted: July 13
The game has been pushed to the store too early, in my opinion. It had some annoying control scheme before, but it has been fixed already. Physics still needs to be fixed and it's a big issue at moment, since most of puzzles here are physics based. For example, you may find yourself being randomly locked in a room by accidient because some object simply jumped away from a button, in that case you'll need to restart a level and start from the beginning. There's some weird character's velocity bug and other weird bugs too (like sudden death out of nowhere). The lack of content in terms of interaction is another story and may be improved in future updates, I think. However, the game has some great potential and it's quite fun, but bugs turn the joy into frustration. I would wait a few months before buying.
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Greedy Knight
1.4 hrs
Posted: July 12
good game well done :{)
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