
Dungeon Delivered!
A downloadable game

Do you want to be your own boss? Make your own hours?
Earn upwards of 30,000 gold pieces a week?
I can't help you there...
Do you want to do gig work for lazy dungeon bosses while making a meager living off shiny gold stars?
Then do I have the app for you!
Dungeon Delivered!™ is an exciting opportunity for you to build your own challenging dungeons for heroes to traverse, gain experience, and then ultimately perish in the hands of the dungeon's boss. And did I mention that A HERO IS HEADED THIS WAY NOW! HURRY AND HIT THAT "ACCEPT JOB" BUTTON!


Dungeon Delivered!™ is an action puzzle game where you build a dungeon maze as the hero runs through it, keeping them in the dungeon as long as possible and helping them gain experience points so they'll be leveled up enough to be worth the dungeon boss's time.
Currently in development, the first 15 levels of the game are available to play on the Google Play Store and for iPhones through TestFlight.
This will be Smithy Games' first mobile and first monetized game and I couldn't be more excited! This project is inspired by my GMTK game jam 2023 submission, Lab Rat's Labyrinth, which ranked 189 out of 6,840. I can't thank the GMTK/Itch.io development community enough for all the feedback and support!
The music used in the game available for sale and you can listen to it on Spotify, Apple Music, Amazon Music Unlimited, or Youtube. Help support this talented artist!

PROUDLY MADE WITH
PROGRAMMING
Jeremy Smith
ART
Jeremy Smith
LEVEL DESIGN
Jeremy Smith
Mark Hodges
ORIGINAL CONCEPT
Justes Adams



| Status | In development |
| Author | Smithy Games |
| Genre | Puzzle, Action |
| Made with | Aseprite, Godot |
| Tags | Fantasy, Godot, Indie, Pixel Art, Short, Singleplayer |
| Average session | A few seconds |
| Languages | English |
| Inputs | Touchscreen, Smartphone |
| Accessibility | One button |
Development log
- Open Playtest!Jun 18, 2025
- Version 0.3 released for AndroidSep 23, 2024
- Playtesting has begun!Apr 07, 2024








Comments
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Saw this on indie game clinic and looked like my kind of thing so I tried it out and I love it!
Got three thoughts on how to improve things that bugged me:
#1, make the guy speed up once you've placed all blocks so you don't need to wait around for it to end when you can't do anything else.
#2 have a "best time" tracked for each level in addition to the 3 star rank. I'd keep playing levels after getting 3 stars if I thought I could get a better time but there's no way to keep track of that.
#3, show a preview line for the current pathfinding that updates as you place blocks (same thing as when you accidentally cut off the path but always on.) Figuring out the path isn't challenging, just tedious. You just need to wait and do nothing then retry. I feel showing it would clarify the gameplay and streamline decision-making.
And mobile is fun but releasing a paid PC build eventually would be nice too :)
Hey thanks so much for giving the game a try and providing feedback! Here's my thoughts, feel free to respond or not!
#1, a few people have suggested this and honestly it's a technical issue. I plan on adding lots more mechanics so the initial levels might be a bit too simple. I do plan on having little quick time events appear once you stop doing something for a few seconds to help fill the time. Like a little spirit would appear and if you tap it fast enough you get some currency to use to buy cosmetic upgrades.
#2, This is a great idea that I hadn't thought about. I am not sure about it though since in the later game it's much less about the overall time and more about other ways to earn points. I'll have to play around with it and see but I'm writing this down.
#3, there is an option to do that in the menu! I tried to have a few things point to it but maybe it wasn't obvious enough?
If you're on android, supposedly there is a way to play it on PC but I haven't tested it yet. I do plan on releasing a paid version without ads once it's more complete though! Great to hear you think it's good enough for that.
Thanks for replying! First I think the initial levels are great, they're a nice level of simplicity to get a feel for what's going on with the game with low stakes. I think more mechanics would be confusing. And for speed up, a fast-forward button or something like that could be even better but I know that kind of thing can also be tricky.
I did also notice the score, early on it seemed pretty closely tied to getting longer times so I figured they tracked mostly the same thing. But if there's much more that goes into it, showing a "best score" tracked with the number and not just stars would be incentive to replay more as well.
Good to know about the path preview! Personally if it were me, I'd turn that on always and not bother making it a toggle in a menu. Maybe if you feel it's distracting you could make it a subtle glow or a trail of footsteps instead of a hard line or something. But I get why you'd want it off by default as a design decision, your game not mine!
cool game, thanks