May 27
Published in Blog

Graffiti Grinder - Street Art Action

Graffiti Grinder is zipping ever closer to release and to keep you going here's some cool action shots until you can play the game for yourself!

Jumping on Seagulls! A bit of revenge for the nihilistic behaviour of Steven Seagull, hah!

Avoid the Anti-Graffiti Squad or they'll wash away your work!

No game is complete without power-ups!

We're currently on TestFlight and if you'd like access drop me a mail on emma @ troll-inc com, or use the request link on our presskit page!

Graffiti Grinder release date and more info coming soon!

Jul 25
Published in Blog

The Story of Troll inc

We’ve been going a few years now; and I thought as a blog post it might help to give a little background on ourselves.

We started the company back at the end of 2010, the main reason was we just wanted a way to make games we wanted to make, and there wasn’t much else to it. There wasn’t really any games industry where we’re based in Northern Ireland, a few small companies like ourselves but none of the EA’s or Activision’s like in many other areas.

 So our choice was to either move to Scotland/England/Canada etc. or to set up on our own and just make it up as we went along. The decision was actually pretty easy to make. There was probably a bit of stubbornness in the decision, proving that an industry can be built locally and grow.

At the time we had already begun development of Jellyflug; it was to be our first game, we figured it would take a few months to develop; it took a little longer than that!


In September 2010 the company was founded and we set up our offices in the NORIBIC incubation centre in the NWRC; the office was a great help in getting everyone together in one place which made a massive difference and the team at NORIBIC were really helpful in terms of advice and any other help they could be.

We got to work on Jellyflug which changed quite a bit the further we went into development, mostly because we learning as we went but over time we got things more and more organised. It took a while but by March 2012 we had Jellyflug ready; we spent the next 3 months fine tuning and bug testing and released Jellyflug in June 2012, and then on Android in September 2012.

We learned a lot in developing Jellyflug; probably the main thing was how much time game development actually takes! So we thought about how we could solve this issue.

Our solution was pretty simplistic to be honest we haven’t perfected it just yet, but it was simply to invest in R&D and use it to increase our skills and technologies. We with help from people like E-Synergy and Invest NI we were able to research and develop a few prototypes, and libraries that have helped us get a better handle on developing.


Our new game Terramentals is the first example of it; we used the prototypes we’ve developed to make this game and now we’re bringing it to a testing stage.

We’re not going to full production and fully releasing Terramentals like we would’ve before but instead we’re going to Beta and testing features. We’re doing this for a few reasons.

·         It will allow us to quickly adapt to feedback without investing more months into a feature and having to drop it, or to add a feature we never realised could be really useful.

·         It means we can get a bunch of testers to find bugs we’ve probably missed

·         And most importantly it gets us talking with our players much earlier than we could any other way.

So Terramentals is our first test of this strategy, we’ll be adapting it and changing it I’m sure as we go, but so far so good with it!

We have a few other new games in the pipeline that the team are working on and we’re really looking forward to showing those soon too, so keep a look out!


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