Mobs, Inc.

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Winner of the Ludum Dare 33 (a 72 hours gamdev contest) out of 2700+ entries, made in 3 days. The game also received the Gold Medal in Fun and came 3# in Graphics and 4# in Audio.

EDIT : Markiplier made a let's play video !



Every monster in the company has to follow these three rules :

1. Kill adventurers with quick strikes, by dashing through them (Left-Click behind them to attack).

2. Kill more adventurers with your specials skills once you are promoted (Press Q / W / E ).

3. Do not upset the CEO, it will be fine. If you disappoint him 4 times, you will be fired. (and have to start a new game)


"Mobs, Inc. is hiring new employees ! The dungeon the company has been taking care of, has become so attractive that too many adventurers are visiting it every day.

Become one these new employee hired to maintain a constant challenge for these adventurers. If you're doing your job quite well, the CEO might give you a promotion and enhance you with some new powerful skills."


Pietro Ferrantelli - Game Design & Programmation

Theophile Loaec (thomaslean) - Character Art, Sound Design & Music

Augustin Grassien (anabir) - Environnment Art, VFx & UI.

OrikMcFly - Environnement Art, VFx & UI

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pretty good i wish it had some upgrades and to be longer

A cool concept with very appealing graphics and simple but fun gameplay. I'm still surprised at what people can accomplish for the Ludum Dare. The music is nice as well.
There's a good amount of enemy variety for a 72-hour game. It's actually quite a difficult game. it's mostly fair and the upgrades really do feel helpful. The abilities too, though I mostly use them for avoiding purposes. I like the system of having to survive until you're a certain level.
The humor of the game is also nice, like the lines of the adventurers and the comfy corporate atmosphere of the waiting room. The Creeper is a nice easter egg.
Now, there are some flaws. The verbal warnings should be counted as 3, not four, because that's misleading. Then there are some gameplay flaws. Multiple times, I have been hit immediately after respawning because an archer hit me or a knight guy charged me before I could even see what was happening. It would be nice if you held off the spawn or disabled enemy attacks for a second. i can always use the Q ability to teleport out of harm's way, but I feel like he game design shouldn't encourage doing that every respawn. I'm annoyed that the big armored knights can get me in ball mode. It's fine that they can when teleporting, it discourages abuse of the time-stopping effect, but it shouldn't be like that for the ball. This, along with the fact you can't control it and there's no counter to say how much time it has left makes the ball the worst ability.
Overall a fun time-waster, and very god for the time it was made in, but could have been improved a bit afterwards.


Amazingly fun and addictive. Impressive that this was made in only 3 days.


Credits & Info

4.27 / 5.00

Dec 5, 2015
2:49 PM EST
Action - Fighting - Brawler
  • Frontpaged December 6, 2015
  • Daily 2nd Place December 6, 2015
  • Weekly 4th Place December 9, 2015