This one's an odd duck for me! I like these kind of 'smithing' type games where you manage shops and craft items, and this one was pretty neat. Lots of interesting complexities to the job like getting coal and ingots ready, timing your bellows only when the coals are hot, hammering the iron dead center for perfects, and so on, were quite fun to get good at managing. While it only has one item to craft at the moment and simple deliveries, it's fun to build up your renown while running around and listening to the goblin moan and groan, haha.
The crux of my mixed impression was in regards to the tutorial/instructions. On one hand, while the game does help out somewhat with environmental storytelling, like symbols next to the stations and little feedback touches like the coal spitting out fire if you time the bellows, it was really confusing to figure out how everything worked. For example, I still don't know if there is a way to keep the fire going, or if you just need to have it run out and resupply with coal. I didn't even notice that there was a very tiny 'instructions' billboard in the corner that was trying to help, and even when I did notice it, it wasn't much of a help at all as it was way too small and vague. But on the other hand...I kind of ended up liking figuring everything out on my own through experimentation and making good guesses so...it might actually be the game's strength, in a way? I dunno: that's the tricky part of game design! But it's definitely something I thought you might want to consider.
I do think, at the end of the day, while this is currently lacking, this is a pretty neat proof of concept that I had fun with, and I would love to see this expanded on: stuff like more recipes, more orders, quests, and so on. We need more of this goblin smithy!