Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Two Putt (alpha)View game page

Mini Golf Madness! 1-4 players golf at the same time in this fast-paced, wacky party game!
Submitted by Alvarius Games — 4 days, 23 hours before the deadline
Add to collection

Play game

Two Putt (alpha)'s itch.io page

Are traps gay?

Yes

traps are gay

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted (1 edit)

Keyboard controls work but are hard to manage. I would switch to arrows and change between characters with a button instead. Arrows for direction, Z to charge, X to use item and C for change character. 

Visuals are cute but I don't think the environments match the character-sprites/models. Perhaps you could make it less realistic and more colorful. SFX is good. Intro-music was nice and seemed fitting. If you want to add music to the gameplay sections I would go with slow classical. There are actually a bunch of free unlicensed classical pieces out there free for use.  

Was there more than the intro-section? If so I missed how to access it and if you tell me I will play more. 

I think a competitive mode might be good, two identical tracks in parallel or one track and whoever gets it in first wins. 

The items were fun, took me a few minutes to figure out how the magnet worked. I thought it would attract the other players ball initially and that you had to do some crazy moves to finagle the ball. More and crazier items can only improve this, so would more character moments and interactions. 

Hitting the other character with the ball was fun. If you would want to add some more character too this I would do so by adding some voiced lines between the two girls, not something super in depth but little comments that tells us something about their personalities and does not interrupt gameplay. Perhaps they have a friendly rivalry going on. 

Developer

Thank you for the feedback, it's super helpful!! Glad to hear you'd like more and crazier items and character interactions, I plan to lean into the wackiness and make some silly stuff. Appreciate it, your suggestions are going into my notes as I build this out :)

Submitted

It looks like a step in a good direction, but the items are too gimmicky at the moment. I'm surprised you resigned from synchronous swings as it looked like a core concept behind the game.

I'm not sure if the items are a good way to bring back the coop aspect that was just removed, so having some other interaction between player as a baseline might be needed.

Versus would be fun with the potential the items have and they could be both a blessing and a curse for the player that got them.

Developer

thanks for being honest, it’s super helpful! Any ideas on other interactions between characters to make it more fun? I hope to implement some timing-based interactions (example hit two buttons at same time) that encourage the synchronous swing behavior instead of force it.

And yeah I think a tower defense versus would be fun! We’ll see, I’ll prototype some things out . Thanks again :)

Submitted (1 edit)

A mechanical example would be passing the ball between players, but that doesn't mean that it would work in this case. A perfect mechanic would be very simple and allow players to play, interact and express themselves for fun. In Magicka you do that by simply spell casting as usual but things can go in wildly different directions when multiple players are involved. In Killing Floor you can throw cash to each other to share and for fun.

It should be some form of assist as right now unless player is forced to rely on another through walls, it will either be one player getting most of the holes due to skill difference or more skilled player having to wait for less skilled one due to level design.

You might want to make the game more chaotic too by enabling more scenarios. Angle snapping is cool, but all that's really needed is a more generous hole size.

Tower defense might be too much, but imagine getting a bomb (by accident or not) and having to quickly hit it away before it automatically explodes, maybe losing a turn as a result, making an additional obstacle crater for yourself or sabotaging the other player.

Developer

I don't have many levels, this is more of a proof of concept. But I'm super happy with the changes, it should be less precise and more fun :)

Changes:

- Keyboard is supported (!!)
- 2 silly items -- a bomb and a magnet
- local 2 player works
- No longer requires exact angles of joysticks, snaps to closest 15 degrees.

It needs lots of more work but it's going in the right direction. I can see a future with silly items and a teamwork based approach to level design. Let me know your thoughts, I'll reciprocate and play your game too :)