FoonLudum Dare ExplorerLD41 → Golf War

Golf War

By ted

View on ldjam.com

CategoryRankScoreCount
Overall1453.7226
Fun2503.4326
Innovation3983.2827
Theme1903.9027
Graphics1333.8027
Audio983.5924
Humor843.6227
Mood2373.2726

Comments

trenton-pottruff 2018-04-23 02:43

Had a blast while playing this!

ted 2018-04-23 16:01

Thanks!

By the way, I spent an hour the morning after the compo tweaking the golf UI a bit: showing it sooner, adding helpful arrows and text showing what's what, etc. (no new assets, just re-use of what was there) So it should be much more relaxing... at least until those shirtless muscular bastards in kilts try to knock you on the noggin!

I also reduced the import size of the textures, reducing archive size by 20%! :!!!:

strega 2018-04-25 08:16

Cool mashup! The timing for attacking was pretty tight, almost rhythm game like. The golf mechanics worked well and nice inclusion of a putting mode :D

issac 2018-04-28 03:26

I like this! The controls are tight, both for fighting and golfing. Forcing the player to drop the ball where they get knocked down is an elegant way to combine the brawling w/ golf.

I wish that the clubs had some indicator of about how far they hit the ball -- I had to go through some trial-and-error to figure out how hard to swing to avoid the water hazards.

Cool entry :smile:

We also made a golf game if you want to check it out - [Golf with Guns](https://ldjam.com/events/ludum-dare/41/untitled-fpsg)

don-fouts 2018-05-02 02:02

Nice game, I like the mash up choice. The music when running to the ball was really awesome! I thought it was a little hard to know how far I had to go to hit the ball.

blushine 2018-05-02 05:11

Great genre combination! I liked the chalkboard graphics style, Scottish accent intro, and sounds/music. The fighting mechanics felt very satisfying and fun. The golf UI and controls were pretty good, and I'm impressed that you even had a putting mechanic. But it was almost impossible to get a decent score because you couldn't even see more than a few feet ahead of you! Camera scroll/zoom and a shot preview would have made the golfing much more enjoyable. I think the golf ball also rolled a lot further than I expected, like I was golfing on bare dirt instead of thick Scottish grass. A good solution I've found to simulate grass physics is to increase the ball's drag and angular drag while it's on the ground.

impiaaa 2018-05-02 05:12

Clever and funny! I liked the voiceover intro. Good choice of aesthetic. I had no idea when the fighting was going to happen, so it took me by surprise when it did! One-hit-KO, especially when the enemies don't telegraph their attacks, seems a little too difficult, but hey, it's golf.

bbaf 2018-05-02 17:00

Wow, fast and funny. Nice compo entry!

hisfantor 2018-05-02 20:31

starts of right away with this very cool voice acting and than this very cool art style, well done

erkberg 2018-05-03 19:57

Really great entry, a creative combination of genres. I really like the art style, the voice acting and the game just generally feels quite polished and is a blast to play. Very impressive for a compo entry, great job overall!

carlosvvk 2018-05-05 18:51

Damn, such a great game. I liked very much how you managed to mix both concepts, it's a very smart way, congratulations :DD

xephrys 2018-05-05 19:32

It was suuper fun and addicting, it's practically begging to be developed further. Fresh graphics, fun voice acting, interesting gameplay, good sound effects. Only downside is that i want moore!

ted 2018-05-06 18:06

Thank you everyone for the feedback! This was one of the smoothest jams I've ever had, and I'm glad y'all are liking the results!

(@xephrys) I've almost finishing rewriting the game with a more robust framework, because I think this may have some post-jam potential.

(@impiaaa) I think I've traced the difficulty in knocking down the Scottish Bros to the fact that the player's movement stops while attacking. This messes with our mind's natural tendency to assume "persistence of motion." That will be fixed in the first update. :)

(@isaac @don-fouts) I'm sorry I didn't get a chance to put a distance indicator for each club in. It was on the list, but got cut due to an hour wasted tracking down an obscure nullref with the enemy spawner. :(

(@blushine) I also apologize for not making the controls more accessible/visible on the game screen, since you can actually view the course from your position by pressing Tab or the middle mouse button. And I promise, I did actually try to balance the grass physics, but, well, 48 hours, amirite? :D The next version ignores Unity's physics entirely, because it's rather crap when it comes to rolling balls around.

flattutorials 2018-05-06 20:48

LOVED ALMOST EVERYTHING ABOUT THE GAME. (i wish player had some extra powers)

alferbayter 2018-05-06 21:19

The aesthetics were lovely! I did get frustrated over two things however. 1) The amount of time it took the ball to get to a standstill was sometimes too long. 2) I kept on forgetting which key was a high attack vs a low attack.

rosypenguin 2018-05-06 21:37

Love the idea! The mechanics felt pretty good and I got the hang of timing the swings, knowing when to change the club, and the combat mechanics fairly quickly. I love how the ninja floats on a cloud over the water hazards! Great work.