I really like the idea of it, and it has a strong start with the kobolds firebombing you while you try to cross the bridge. But after you get past the bridge, there really isn't much else to it from a strategic point of view. I had so much health and the kobolds slings did so little damage, I felt less like a foolish adventurer and more like an unstoppable Terminator.
I feel the game would benefit a lot from giving the player more options such as picking up and throwing things, searching for traps, walking/running, etc. That would give you more room for increasing the damage the kobolds do, give them melee weapons, traps they have to engage, and more damaging weapons. To me, the fantasy of Tucker's Kobolds and Smart Kobolds is the adventurer blindly charging after a kobold down a tunnel while other kobolds shoot them from a distance.
Without those options, the player really can only charge towards every kobold they see, only occasionally waiting for a charging rat, and then sweeping through the dungeon on a cold rampage. If the kobolds were any smarter or had more options themselves, then the player would just have a bad time.
One final thing I'd like to see is a way to quickly move across the map once you've already explored it. Needing to mash the movement keys while searching for the last 3 kobolds was pretty rough lol.
With that additional content, I'd love to play through the game again. It's a great concept!
Also, this comment box has been doing really funky things on its own, so I have no idea how the formatting on this comment will be.
EDIT: So on the jam submission page, one player mentioned something about being chased by a troll. Did one not spawn for me, or did I just somehow avoid one despite wandering around for so long?