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Combat Mini Golf's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
People's Choice Vote | #18 | 4.143 | 4.143 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Programmer/Designer- Brian Pangburn
Artist- Chris Pangburn
Engine
Unity
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Comments
wow, amazing I actually enjoyed it soo much, great w
This is awesome!! I love mini golf games and this one is fun!
Well, this was neat. I'm just not sure how practical it is to play golf while being under constant attack. Also, you definitely need better controls. It's not just the golf that is seriously problematic, but it's almost impossible to aim attacks against enemies. You have to keep repositioning the wizard until he hits something and it's not just fireballs. You can't hit the enemy with melee attacks unless you're perfectly facing him.
I think this would be a great game to zone out to and relax. Nice work guys.
Thanks. You're the second person to say that. Very interesting
Nice fresh idea, I have fun playing it, it's a new kind of mini golf, where there are goblins and trap in it, Cool fireball effect, and i'm laughing hard when the Goblins are kicking my golf ball back, the game like saying, get away all of you, I just wanna play mini golf, why bothering me, lol. Anyway, there are slightly minor bug about the enemy movement, can't wait until this become full developed. Do you guys do all the art?
TY. Glad you had fun. We did most of the art. The goblin came from a pack I bought a while back, and the wizard from opengameart.
The controls don't seem very responsive. The red arrow stops a noticeably amount of time after I hit space, and the mouse aim after the first shot insists on aiming at the hole even when it doesn't make sense to do so. I'm also not sure what the player is supposed to do if their ball is stopped by a "trap".
I tried different things for the mouse aim and eventually with the time I had settled on that with the time I had. The other solutions were for it to be random, which trust me, sucked entirely, OR to set up some sort of waypoint system where it would aim towards the next waypoint in line, which I didn't have time to do. Sacrifices had to be made. If you have a better solution tho I am all ears.
The issue wasn't which way it started aiming. The issue was that I couldn't convince it to aim in the opposite direction. That's what I meant by "insists", but I'm sorry if I wasn't clear.
yea i just went with a quick and dirty implementation, figuring that in MOST cases, after the first put, you generally want to aim toward the hole. I discovered early on that I needed SOME sort of system like that, otherwise you get overwhelmed quickly. Originally there were a LOT more enemies, which I plan on still doing, but not till I get the controls straightened out. As far as the traps goes, I just kinda figured that was part of the challenge. That next time around you would try to avoid it. Once the enemies start showing up, they'll kick the ball out of em too
good nice game for relaxation
yea right now it's a pretty quick game, butI wanna see what I can do to ramp it up
great game
ty