Goblin Chaser
Fight through hordes of monsters in an arena. Rack up points and survive for as long as you can!
Build your hero:
At the start of the game, choose an archetype: Prism, Fire, or Ice. Prism lets you manipulate enemy positions - pull and push them around! Fire burns enemies over time and Ice slows them down. Your archetype decides your starting skill. It'll also show up more often in your choices after each horde, guaranteed at least once.
[Screenshot of choose archetype screen]
Keep moving:
Some monsters shoot back, so keep moving. Dash through danger to become invulnerable and pass straight through enemies. Attack to build your Tempo, your resource for unleashing your Ultimate. However, stop attacking and your Tempo drains, so keep the pressure on!
[GIF of fighting]
The Treasure Goblin:
Keep an eye out for the Treasure Goblin. Killing him gives a massive score bonus compared to regular monsters, so chase him down before he vanishes!
[Screenshot/gif of chasing treasure goblin]
Level up:
After each horde, choose a new skill or upgrade one you already have.
[Screenshot/gif of skills upgrade screen]
This game was made for the Stop Killing Games Community Jam 2026 with the theme: “High Score Chasers.”
Controls:
- WASD = Move
- Shift = Dash
- Click = Attack
- Hold Click = Continuous Attack
- R = Unleash Ultimate (once Tempo is full)
- Other skills trigger automatically
Team:
Cielu aka RetsotStudio - Gameplay Design, Coding, SFX, VFX
CSponge36 - Music, Gameplay Design, Testing
Mirisy - Game Writing, Store Page & Copy
Fairness disclosure:
this game will re-use systems from our private and unreleased projects such as:
- enemy behaviours and brain
- skill system
- player controller system
Used assets disclosure:
this game will use pre made and licensed assets as follows:
- IDA Fiber's character as player character assets
- KenneyNL as environment
- N-hance assets studio as enemy models
- Cyberwave Orchestra as SFX
- Some other, undefined yet assets for decals, environment, this will be noted in final game.
AI disclosure:
This game will not present any content of AI-generation whether it is art, music, UI, UX, gameplay design, narrative or text generation. No AI has been used for any type of ART at ANY stage, not even placeholders.
LLM AI - assisted coding will be used within industry standards, such as debugging, code-review and documentation via VSCode Codex Extension. This is only for the coding stage.
| Updated | 20 hours ago |
| Published | 3 days ago |
| Status | In development |
| Platforms | HTML5 |
| Authors | retsotstudio, wlesisz1 |
| Genre | Action |
| Tags | 3D, bullet-heaven, Roguelite, Score Attack, Singleplayer, Survivor-like, Top-Down, Unity |
| Content | No generative AI was used |
Download
Development log
- HUD update21 hours ago
- Proof of Concept released1 day ago

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