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Trolls: Enter Darkness's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #246 | 3.152 | 3.152 |
| Originality | #298 | 3.326 | 3.326 |
| Presentation | #315 | 3.239 | 3.239 |
| Theme | #538 | 2.261 | 2.261 |
Ranked from 46 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Slick"?
The main player character has a stone smashing attack inspired by the Sonic homing attack game mechanic. This allows you to pull off slick combos!
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Comments
Great idea, the core gameplay is fun. I like the game, but I definitely see some elements that could use improvement.
Certain light spots need time adjustments. In some places, you recharge your ammo very quickly, while in others you have to stand there for around 20 seconds. This is problematic because after a battle you’ll most likely have no ammo, and with no enemies around, you just stand there doing nothing while slowly recharging. That gets boring pretty quickly. Regarding the light recharging mechanic as a whole, it incentivizes players to stay in one place, making fights less dynamic. Without ammo, there isn’t much else players can do to defend themselves, so they will always seek the nearest light spot and just stay there.
It would also be great to add more incentives for smashing the stone trolls, such as having them revert to their original form over time. Alternatively, if you want to further penalize players for not disposing of them quickly, you could implement a system similar to the one used in the Mario Bros. or Bubble Bobble series, where enemies become stronger/faster after revival, but maybe with less health. As it stands, once they’re defeated, there’s often no reason to smash them if you simply keep your distance during the battle.
Very fun concept for the main mechanic!
Really cool game, with a nice progression system and finisher attack (although i wish it had some kind of sound effect). Really appretiate the art style and music, super relaxing vibes. At some point though I glitched through the map and had to restart :D Still, a great job!
Cool game, I dig the pixel art :)
beat the game and had fun! ran very smooth and had no bugs. I liked the camera shake for the stone smash mechanic but it did feel a bit strong
I like this! The vibes, the characters, it’s all so neat! I can’t wait to see what else you put together!
Game looks great and certain feels pretty slick as you have to zoop all over to dodge trolls and smash em up!
This game was pretty chill at first, then escalated extremely quickly. After taking out the swarm of trolls, I went to smash one of their stone bodies and the game froze. The music and fire were still going, but I could no longer move. I'm not sure what happened. I restarted and didn't have that issue again. I like the concept of storing up sunlight and weaponizing it against the trolls. I enjoyed the music, sound, and overall atmosphere. Nice work!
It was pretty satisfying to dash and smash them and the final boss was pretty cool! Overall it is a nice game!
Had a lot of fun turning the trolls to stone and then crushing them! Nice job! :)
As a professional miner (rock and stone!!!) I really enjoyed exploring the caves and collecting crystalls and gold. Cool game with a really nice concept!
The atmosphere is something, great one!
A nice concept and I do love roguelikes!
I like the mechanic where you collect sunlight in order to fire it on your enemies
Not sure if this was intended, but I kept all my money and a few HP after my first game over.
Either way, nice and original entry, good job!
Really makes you feel like you're fighting Trolls: Enter Darkness
A pretty neat game. I did enjoy the mechanics you managed to squeeze into it.
i really like your concept! really neat!
There's even a boss!
Really cool dungeon-crawler! The music was INTENSE, and I like how it blended between the different exploration and combat tracks. The combat loop of attack and then finish was great too!
Thanks so much for playing! We really wanted to reinforce the excitement of battle while still giving the player that feeling of exploration when not fighting. We appreciate your kind words and positive feedback!
Neat mechanic. Gotta respect a dwarf game.
Rock and Stone!
Dwarves rock!
We appreciate you playing our game!
Perfect example of good level design. I learned everything about the game in the first level without a single box of text (besides the first control of E). We need more games like this that are easy to learn without feeling like I'm being dragged by a leash.
Thank you so much for playing and for the kind words. I really wanted to avoid as much hand-holding as I could during the "tutorial" level. Gamers are smart and we gotta respect their ability to intuitively play our games (we felt that pressing E was not intuitive so that's why it's our only bit of text).