Cute! Fun and easy to understand and play. 😊 I like how the formula for strength calculation goes further than just a 1-6 scale decided by one dice roll (which works well, but the system you have is more interesting!)
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Lucky Golf's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1351 | 3.467 | 3.467 |
Creativity | #1823 | 3.200 | 3.200 |
Overall | #1870 | 3.089 | 3.089 |
Enjoyment | #2676 | 2.600 | 2.600 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
A dice roll dictates how far the golf ball (player) can move per round.
Did your team create the vast majority of the art during the 48 hours?
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
A very simple and minimalistic golf game. Its fun enought to play and complete all stages. At first I confused direction maybe you can use something like arrow instead of a simple line. Other wise its a good experience. Nice work ^^
Simple and effective! Well done.
I just get confused with the table-board, but I had a good time playing it =)
I was very pleased when I didn't need to "sink" the golf ball and I just needed to hit the thing! Interesting concept, but I'd love to see the player have a bit more control. I like the idea of chaotic mini-golf style game, but I got stuck on the second level with a series of really low rolls.
Your physics was pretty solid, I noticed my dice skirted a curved edge and bounced off pretty well :)
Good submission, cheers!
Simple golf. Doesn't need to be more or less, and good job! Putting was confusing at first as sometimes it seems the dice has an effect on the strength.
The dice and the board (top right) both contribute to the "strength".
Since we haven't explained how they contribute, let me try to unravel the formula:
(after dice roll)
1. sum dice faces
2. advance the board (top right) by dice sum
3. use modifier from board (if exists) and add or subtract from dice sum
4. divide [sum #3] by 6 (to prevent physics jitter and OOB)
5. check if [sum #4] is less than 1, if so adjust sum to be 1 (it's no fun to be stuck)
TL;DR: max([dice sum +/- board modifier] / 6, 1)
The concept is kinda cool but it sometimes felt unfair to have no influence on the strength whatsoever, especially because the ball would ocaisonally move such a small distance that it almost didn't matter. Also I couldn't fiure out what the top right was supposed to mean.
The unfairness caused by the dice roll was not a concern at first, but after we stripped the board of it's intended functionality (per round buff / nerf) we used the existing system to provide (random) modifiers which contribute to the "strength".
After this change the player could get bad "strength" RNG, which is why we use a "strength" value of 1 as minimum to counteract it.
The tiles (or "board") in the top right display per dice roll modifiers. See this post if you're interested in the "strength" formula.
Hm I see. Well the whole process how your strength is calculated seems kinda unnecessary to show the player. I feel like you could just remove the board as it doesn’t provide much info for the player, the only thing the player really cares about is the strength outcome at the end and the board probably will confuse some like me (especially because it is so large)
Fun game! neat concept :D Rolling the dice was really juicy and I liked the atmosphere.
Really interesting game to play! I love golf, so this fit me just nice :D
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