Nice! Getting the hole felt really satisfying
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GORLF's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #27 | 4.000 | 4.000 |
Roguelikeness | #89 | 3.300 | 3.300 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Successful or Incomplete?
Did development of the game take place during the 7DRL Challenge week?
Is your game a roguelike or a roguelite?
Comments
Nice game :) I got to the end. It was far easier the moment I realized that the power-ups refresh at each hole ^^
The level generation primarly based on tile length works well. I also tried to kill the slime with the ball ._. The song is neat. The risk vs reward strategy of golf indeed mixes well with roguelike elements :)
Good job :)
I’m a big fan of “pick a trajectory and force” as a mechanic in games, going back to GORILLA.BAS
on DOS, the Worms games, etc. And I love roguelikes as well. So this is right up my alley. I also experienced the shot changing directions when interacting with the UI, but that was the only major issue I encountered. The tracer powerup would be more useful if it gave a slight hint of deflection angle.
Really impressive work for 7 days. Obviously there could be more Content, but it feels very complete and self-contained in its current state. I’m definitely planning to come back to this one.
Nice entry!
First of all, the game is very pleasing to look at and has a really high level of polish. The only real quibble with the graphics I have is that it was sometimes a little hard to tell when the ball would go past an obstacle or when it would glance off the edge from the small sprites and maybe not-quite-perfect hit boxes. The sound effects and music were great and added to the mood.
Gameplay-wise, this very much feels like a roguelike, despite being minigolf (my team went a similar direction last year with billiards). The power-ups, procedurally generated levels, punishing difficulty are all there. I did end up beating all nine holes on my third try, but I think I got lucky with the extra hits that spawned in level and were offered as power-ups.
Not really sure what could be improved on the concept other than just more variety of maps and power-ups --- but great work for the 7-day time frame.
Procedurally generated mini-golf? Sign me up!
I really like your game. The music, the vibes, and that intro is just so endearing. This feels like a game that you can go to after a stressful day and just kind of chill out. Kind of like mini-golf.
I did run into a couple issues:
1. It seems like sometimes the powerup selection persists into the next level. I couldn't exactly reproduce it, but I would start a new hole with no powerup selected, but then the ball would behave like that powerup and it would count as spent.
2. Sometimes clicking the 'Hit' button would change the aim direction. Again, I can't `exactly` reproduce it, but it seems like the hit button is behaving like the ball in that case, and I can drag the mouse around the button to aim if I click and hold
Hole 9 is super intimidating. You don't think of mini golf as having a final boss, but there it is in all its glory. I think maybe if I luck out and find two bombs I can cheese it by going out of bounds. I'm not sure if you're supposed to be able to do that, but that's the best plan I've got lol
Nice game! The powerups play well and the courses are simple but interesting enough. The little "story" at the beginning adds a little character, too.
This works so well! The resource management element of trying to make holes in as few shots as possible combined with the upgrade system creates a really deep game. The game feels very simple and easy to pick up, besides the walls there's only two types of obstacles so you're not constantly having to learn what things do and wasting shots. I liked how the courses got longer the further into the game you get. I managed to get to Hole #9 and it was absolutely enormous, but I'd used up too many shots on the previous level, that's awesome, it just makes me want to play another round. Great game!
This game is a masterpiece. Good vibes too.
I was a bit disappointed that slaying the monsters with golf balls was a bad thing, rather than a good one.
Me: "I guess I should get back to work now."
Gorlf: "The sun is still shining, another round?"....
Really nice game, I love a good golf game. Procedural courses seem to be working really nicely, although it could use a little more variety. More subtle control over power on swings would be really good too.
Absolutely loved the intro. Also the bomb surprised me (in a good way, thought it was just going to destroy slimes)
Interesting mix of roguelike with sports! I was having issues when pressing on the button, the direction moved. It's fun (the story and the game!) and the graphics are lovely. Good job!
I think I killed a dozen ... green blobs, but was not happy about it, as I had to hit again.
I like your game! Great procedural generation: different levels, increasing difficulty, challenging, aesthetically. Balancing feels good, feels like with some playing I get to hole 9 (got to 6). Controls feel a bit fiddly: tiny points to click, the direction line moves very fast.
Overall it was fun playing your game!
Cool roguelike/golf hybrid! I liked the inclusion of power ups to the classic top down golf formula. I did not manage to beat it on my first try, but I really enjoyed my time with it.
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