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Golf Shuffle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
If 0 is not at all boingy and 5 is extremely boingy, how boingy is this game? | #6 | 4.538 | 4.538 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
About
Golf/card puzzler!
The collision physics are still whacky but hopefully it's still fun to try out.
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Comments
As everybody said, this is a very fresh concept and the need execution makes it very enjoyable.
Maybe the zooming problem that several commenters raised can be solved with a mini-map?
Also, I'd get rid of the left key to draw the next card as the space then mouse select is much faster to select the card you want.
Congratulations for this very good entry!
Had a good time exploring this game, I hope you choose to continue with it.
Maybe I missed something, but I didn't figure out how to zoom out on the larger levels. So was shooting blind since I missed the initial zoom in.
It might also be nice to see all the levels first. It was hard to manage the deck not knowing what was coming up. Though I guess that's what replays are for. :)
I don't have anything new or unique to add to the comments...
good game!!!!
Music is great! Concept is great! Got stuck on the skill-shot level with the big gravity well. Good entry. One thing that might be worth considering is that the E/W pickups rotate and it can be difficult to differentiate between them.
Great point about the rotation and E/W - a different type of animation for these pickups would help!
Very glad you enjoyed the concept and music, thank you for playing it and for the feedback!
This is a neat concept! I really like the mix of limiting the player's actions with the card system, while still making the outcome of the actions skill-based. Although I did find that it was frustrating when I had an unwinnable deck (especially on the last level). I wonder if it would feel more fair without the shuffle feature (or scale it back in some capacity, like letting the player lock some cards). Other than that, there's definitely a lot of potential here.
On a side note, your file size is huge. I suspect it's the audio. If everything is still .wav, try converting it to .ogg on a medium quality setting. 99% of players can't tell the difference.
I think you are spot on with the tracks and file size, great tip about file types!
Locking some cards so they are not shuffled, I had not considered that, but that's very smart! That would give people more control and able to plan a strategy. Or as you say rolling back the shuffle feature, maybe only choosing a single card to apply the shuffle too.
Thank you for playing and providing some super feedback!
This is unexpectedly fun and quite challenging. I don't know if similar games already exist but I could definitely see this expanding into a full game. I hope you're thinking about expanding it.Maybe with some rare cards that can open up wrinkles in the gameplay.
I don't really have any problem with the physics implementation. The feeling of it is pretty good for me. I see our job as being less about trying to model the physics of the real world but improving on them (by simplifying them and/or making them more fun).
Yessssss! We are going to expand the game :D Thank you for trying it out and for the feedback. I like the idea of rare cards, that could make some levels interesting/easy to solve. "fun physics" that is a good term, makes a lot of sense!
The feedback already given below is good. This game has a ton of potential, and with a bit more polish – and it already has a ton of polish – will be really good fun to play. (And try to get a web build up :))
Thank you for playing it and feeding back that it has potential, yay! hehe, yep, working on that web build :p
I love this! Golf games is one of my favorite genres. Mixing card-based actions with golf is very fresh to me and I had a blast.
I did run into a dead-end with the sharp objects in the middle of a level and a vortex around it while only being dealt a "Up" card with no shuffles. Maybe to avoid deadlocks like these you can deal random cards when the user restarts a level?
I particularly enjoyed the music in this. It felt like every level had it's own soundtrack which is super impressive if true!
Awesome job. In my opinion it's worth extending on this game for a more full and rounded experience.
Thank you so much for playing and the feedback!
ah yes... that last level does seem to be a tripping point - I agree, having cards added when you spawn in should help a lot!
Each level does have it's own music, which I did source, but it was fun picking the right kind of sound to fit the type of experience I wanted the player to have - glad this landed! I am learning to compose music but with game dev too that's taking a back seat lol.
These comments have helped give me the drive to flesh out the game a lot more, so thank you again!
Neat fun concept - definitely some ideas worth exploring there!
Thanks for playing! Aye, these comments are very encouraging, definitely want to explore this concept more :)
This was a very interesting mix of the deck management and golfing! I liked that having the "wrong" cards opens up another layer of strategy where ball placement after a shot becomes a puzzle!
I found the final level frustrating, I think it pushes the requirements for directional choice, or lack thereof, too strictly.
I also really wish there was a way to zoom out or see the whole map each course, to better plan the route. The first time through the course the spikes or dead ends can also be frustrating to discover.
The game is best when there are a few extra cards to pick up, but they are the wrong cards for the easy win. It feels awesome to plan a 3 or 4 card play chain with a couple wall bounces thrown in, and then manage to pull it off!
If this gets expanded upon, I would like to see more of those "wrong card solve in two shots or more" moments, and less of the moments where I just didn't have a solution at all (last hole did this almost every time).
I'd like the hole designs to reflect multiple answers as well. The current design is a bit too tight with how close the walls are. If the playable areas were a bit more forgiving for loosely aimed shots, I think the card/puzzle portion of the game would feel a lot better to solve.
Music was great, and graphics worked well too. The way the ball orbits and sinks into the exit was a very satisfying touch. Nice one!
Feedback is a gift and this was an awesome one, thank you for detailed critique!!!
The last level was a bit of a last minute rush, but you are 100% right, I did not make it possible to win with the wrong cards which is absolutely a flaw in it's design. Hearing of your experiences with solving the levels with the "wrong" cards is great, and has highlighted how much I should consider these, and I'm quite excited about having this more in mind with designing levels!
Camera - wow, YES. I should have realised that as I was throwing the ball around in god-mod to see what was where. I wonder if a more traditional spread of the cards might work better, like fanned out at the bottom of the screen, and then being able to move the camera around would work, possibly even being able to reorder the cards in hand for those planned out sequences of moves.
Larger areas, also noted!
I'm glad you had some fun still despite the quirks - getting the end goal vortex will-it-won't-it-will-it working did feel like a littlie win, I'm happy you found that satisfying too! :D