A nice small clone of Snake.
I think the art is a bit too dark, in the way it's hard to tell what we're looking at. The style is great, and all the screens were neatly executed, but I think some contrast wouldn't hurt.
Ideally, it would've been great if the game told the story about the tower and the princess in a more clear way (some "cutscenes"/"dialogs" in the beginning?) and showed such a great tutorial before the game actually starts.
I'm probably not an expert in Snake, and there are likely a lot of variations, but I think it typically works differently in some aspects. For example, the target despawns after some time and appears in a new place, if player wasn't able to get to it in time. Also, it looked as if new stuff only spawns if player collects the goblin, but I don't think that's how it works in classic Snake. Instead, both bonuses and traps should appear randomly, even if player fails to collect anything. Bombs probably could disappear after some time, so the field isn't filled with them closer to the end of the game.
The hunger/food part is actually an interesting mechanic. Maybe there could be more than one food spawning at once, and the hunger indicated on the snake itself (moving the progressbar to the last goblin in a chain? having that last goblin fade out or play some animation?).
Technically, the "bad guys helping to save the princess" matches the theme, but that's only happens on the story side (which wasn't told clear enough) and doesn't exactly change anything in the gameplay.
Quick thought: if you made this game in 3D, with a high tower that needs to be reached, and an ability to jump on top of a goblin and control this goblin tower, the "partnership" bit would be more obvious. Plus, it'd allow some funny opportunities, like making this tower tilt from sudden movements, and the higher the tower is, the more difficult it is to balance it. The camera moving upwards, while new goblins are still running on the ground level, would also make it harder (and funnier) to catch up and jump onto them, and naturaly illustrate the progress towards the princess' window.