Managing your points ensures you never end a turn standing directly next to an un-stunned enemy. Enemy Roster in Version 0.1
If you want to optimize your character build for the current patch, let me know:
Based on standard versioning conventions (0.1 = first playable prototype), the following elements should be present:
Version 0.1 focuses heavily on mechanical testing. Success requires a firm grasp of movement rules and standard encounter behaviors. Grid-Based Movement
Uses blowguns with "Itch-Powder" (reduces accuracy) rather than lethal poison. The Beast-Tamer: Accompanied by 1-2 mangy Giant Rats or a captive Badger. Chieftain Grog-Eye:
You are a goblin. Not a hero. Not a chosen one. A green-skinned, pointy-eared scrounger named Grib (default name; you can change it). Your tribe has been scattered by a band of "noble adventurers" (read: murder-hobos in shining armor), and you’ve retreated into the only place they won’t follow: the Deep Tangle —a procedurally generated dungeon that grows more hostile the deeper you go.
: Early builds often integrate primitive random number generation (RNG) systems for loot tables, critical hits, and procedural layout generation. Progression & Inventory Architecture
: Extracted wealth must be fed right back into your infrastructure, boosting your goblins' pickaxes and equipment. 🏰 Tower Defense & Castle Fortification
Rushes directly toward the player using the shortest path.
High defense, slow movement, capable of bottlenecking narrow corridors.
You can “complete” the current content in about 90 minutes. The goal is to reach floor 5, rescue 4 goblins, and defeat the Floor 5 “Boss” (currently a reskinned bear with more HP). After that, the game just… loops you back to floor 1. There’s no ending, no victory screen, just a polite message: “More dungeon coming. Go touch grass.”