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(+1)

I like the idea of this. Honestly, I'm a fan of golf minigames so a little bias may show -- good and bad. I like it because it is a nice twist to usual golf. The game's mechanic of "stop the ball when you want" alongside the slowing of time allows varying degrees of difficulty manipulation per player. The die adding points to your final score is neat as well, encouraging players to use the above functions to their advantage so that they take the least amount of shots to avoid the extra points added to the final score. I find it very creative on your part. The only thing that I didn't like was the lack of a feedback/directional line to start the swing. But, it's not necessarily needed due to the potential deviation offset so I got over it and it didn't affect my rating. It'd be nice to have in theory but I can also see a counterargument for it. Good job. 

(+1)

+ in a way, not providing a line forces the player to 'take a chance' on themselves. If that was intentional, big brain play.

(+1)

that sounds better than "I ran out of time," so let's go with that

(+1)

Thanks for playing! I'm glad you liked the main gimmick. There's lots of small things I would've implemented if I had the time, and a guiding line while aiming is definitely one of them.