
12 Labours of Hercules III: Girl Power
A bite-sized time management puzzler that works best as a palate cleanser between heavier sessions - just don't expect anything the first two entries didn't already do.
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About 12 Labours of Hercules III: Girl Power
I'll be straight with you: as someone who usually demands late-game depth and branching decision trees, I had to recalibrate my expectations entirely before sitting down with this one. This is not a strategy game in any meaningful sense - it's a top-down, click-to-queue time management puzzler where the core challenge is routing two or three workers across a level map, gathering food, wood, and gold to clear obstacles and open pathways, all against a clock. Think of it as a light optimization puzzle rather than a resource management sim, and you'll land in the right headspace. The structure across the roughly 40 main stages plus 5 bonus levels is consistent: each map is a web of blocked roads and resource nodes, and your job is to sequence worker tasks efficiently enough to hit the gold-time threshold. Three difficulty settings mean newcomers can breeze through on casual while players chasing perfect scores on hard mode will find some genuine replay value in optimizing their click order. The bonus stages in particular spike the difficulty sharply, functioning almost like a separate, harsher mode for anyone who thinks the base game is too gentle. Mythological helpers from earlier entries return here, but their utility is noticeably scaled back compared to the first two installments, leaving most of the puzzle work to raw servant routing. The honest criticism is that this is a series running on a well-worn formula. The core loop - clear road, collect resource, remove next obstacle - is identical to what Jetdogs shipped in the original and its sequel. The story wrapping around it, which flips the script by putting Megara in the lead role while Hercules sits captured, is a mildly clever premise that goes absolutely nowhere narratively. Locations like the Amazon forest and Mount Olympus provide visual variety but no mechanical differentiation. Players who bounced off the earlier games will find nothing here to change their minds. That said, for the audience this is actually aimed at, the formula works. Completion clocks in around 13 hours, achievements are all earnable without missable-content stress, and the session structure - individual levels that each run five to ten minutes - makes it a genuinely good fit for low-commitment play slots. The visuals are clean, the interface asks nothing more than a mouse, and the difficulty curve on normal is friendly enough that it functions as a legitimate entry point for players who have never touched the series before. Paradox veterans and build-order obsessives will be done here in an afternoon and likely unsatisfied; casual players who want a relaxing puzzle loop with a light mythology coat of paint will get their money's worth. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP
- Memory
- 512 MB RAM
- Storage
- 300 MB available space
- Graphics
- 1024x768 resolution
- Processor
- 1.6 GHz
- Sound Card
- On board
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Game Info
- Developer
- Jetdogs Studios
- Publisher
- Jetdogs Studios
- Release Date
- Aug 7, 2015





