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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 — 2 days, 17 hours before the deadline
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Two Putt (alpha)'s itch.io page

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Submitted

DD53 feedback videos:

Demo Day 53 videos of games starting with letters from A – J:

https://mega.nz/folder/DdVwTYAK#ZsxVSpsd5L2yvgaqtcvBsA

Demo Day 53 videos of games starting with letters from K – Z:

https://mega.nz/folder/zBIi2A5T#DE3_eooG3HE-K3XTmpnR0g

It was nice to try out your new project. Thanks for the keyboard support

(1 edit)

The bombs did not work for me in the last level.

When using keyboard, why let WASD and ILKJ rotate instead of going for cardinal directions? You may have a good reason for it, but it did not feel good to me, at least in the beginning.

Is there a simultaneous aspect to the golfing? From the levels I played, it did not appear that way. Will that change in later levels? Or are there no more simultaneous levels?  Which is fine, though that begs the question whether you could instead just have the game be controlled with just WASD and QE, and then give players the ability to switch between characters, like you can switch between fairies in Poke ALL Toads. Will the balls shot from different characters be able to interact?

In the "hills" level, could the hills thematically be changed to some sort of abstract slider, or maybe a conveyor belt as in Factorio?

Will there be scoring of how many balls a player uses to win the levels?

Did you ever release Bearcycle on mobile?

I enjoyed playing the game, very brief though it was.

Developer(+1)

Thanks for all the questions lol. I'll answer a few of them:

- Can you elaborate on why `WASD` and `IJKL` feel wrong to you? If you hold them they do the cardinal directions, and tapping them will step you in 15 degree increments towards the intention. What would feel more natural to you?
- There will be simultaneous levels and timing based levels, I will be working through some timers and button/gate interactions to encourage simultaneous golfing as the game progresses. So a WASD / QE to switch wouldn't probably work

- There will be scoring introduced, either by finishing the level quickly, picking up coins, or some combination of things. I'll also make the hills like a conveyer belt, I need to polish a lot of things.

Thanks again for the questions, really. It's super helpful in getting me to narrow down what ideas of mine are fun, what are stupid. Thank you again!!!

WASD/IJKL and cardinal versus rotation: It might just be habit, I guess I would be more used to rotation, as in AD and JL is counter-clockwise/clockwise. It would also be fewer buttons. On a gamepad, having it cardinal makes more sense due to the sticks.

You are welcome, I hope to play it in future demo days. If you are still narrowing it down, it might make sense for you to more frequently get feedback - maybe post it frequently outside of demo day in agdg? And elsewhere?

(1 edit)

-Using Controller

-Why vocaloid for the main menu? Doesn't exactly fit beyond the animes aesthetic. 

-Not having to hold the sticks before pressing aim feels a lot nicer. Not sure about the locked angles, but it definitely simplifies it. At least for the tutorial I appreciate the infinite amount of tries.

-Emote that comes from character is neat, but it obscures the power meter which is a little annoying.

-Holes in the wall continue to be a plague I see.


-In the same level I accidently put one of the girls in a coma. As you can see the magnet is trying to reach the hole but is instead molesting her. She can still swing though. She persists in coma even after swinging more balls from the blue corner.


-I was able to use the ability I just picked up for some reason, even though the ball was still the first I hit. ie plain ball hits magnet and I can use the magnet power on the very same ball. Even managed to get a hole in one from that, so that's cool but probably unintended.

Developer

lololol thank you for the entertaining comment, sorry about the coma.

Yeah there's definitely still holes in the wall and bugs like you mentioned, I'm trying to flesh out the core game mechanics before polishing. Glad to hear not holding sticks and angle snapping simplifies the game and makes it more fun, that's definitely a step in the right direction!! Thank you so much for your feedback, it's going in my notes of things to fix for next DD :)

Submitted

ITS SO LOUD, and no audio settings. Played with a keyboard.

Keys work fine but 15 deg. seems huge. I guess it'll make puzzles easier to make.

Hitting the other girl with your ball knocks them over - good stuff.

A golf game that doesn't track and take your number of strokes into account seems odd. Maybe its something for later levels.

Power ups are nice. But hitting a magnet and using it with the same ball will activate its effect but the magnet is not on the ball.

Sometimes when putting while another ball is still in motion it'll put the ball out on the field again.

Developer

Thank you! Yes I'll add audio settings later on, and I'll flesh out the level design to make it more fun. It's still in progress, but I appreciate the feedback

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 :)