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A jam submission

GolfatelleView game page

Submitted by Timmay — 2 hours, 10 minutes before the deadline
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Golfatelle's itch.io page

Results

CriteriaRankScore*Raw Score
Web3 integration ( optional )#31.5121.714
Use of AI graphics ( optional )#52.0162.286
Fun ( can't stop playing )#71.5121.714
Stability ( code wise )#72.8983.286
Game play ( easy, engaging )#81.8902.143
Graphics#91.8902.143
Sound#92.0162.286
Virality elements#101.2601.429
Tournament ready#101.1341.286
Creativity#101.7642.000
Multiplayer#100.8821.000

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Nice little game, simple but quite enjoyable, plus it's cool to see a creation using generated images.

Submitted(+1)

I played this game on my iPhone, and it runs well, no lagging or issues. I like the glow effect when the ball hits the other balls, it’s a nice touch. Some more sound effects, music, and bounciness (when the ball hits anything) could help make the game feel more alive. Maybe it could be worth changing the gravity settings a bit as well? I feel like I’m playing golf on the moon :D

The foundation is good, and with a little bit more juice, the game can become extra fun. Good job on the game

Developer(+1)

Great ideas. I lowered the gravity from default, but adding more bounciness from the pins and board could make the game play much better with higher gravity.

Submitted(+1)

A simple little game. I liked the glow when the ball hits things, that's really satisfying!

I feel like the gameplay is missing something. Maybe the ball needs to bounce a lot more, add some sound effects, maybe a little bit of screen shake, and the whole thing will feel a lot more fun and alive!

The controls work fine, but it's hard to gauge how much I've dragged - some sort of indicator for that would work really well I think. Without that, I basically just swipe with no real care about what I'm doing, it feels difficult to control

Developer(+1)

These are all great ideas that should be added in a later version. I'll have to think of a clever way to add a force indicator as I don't want it to be too easy to replicate the perfect shot.

Submitted

how about some subtle camera zoom and a post-processing vignette that fades in the stronger your shot is? That way the player can tell roughly how strong their shot is going to be, but it's vague enough to not be repeatable.