Play game
Six of Clubs's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #263 | 3.977 | 3.977 |
| Enjoyment | #681 | 3.465 | 3.465 |
| Overall | #723 | 3.574 | 3.574 |
| Presentation | #1714 | 3.279 | 3.279 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
My game is about golfing with a die that can toggle between a rolling sphere and a traditional cube.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
Leave a comment
Log in with itch.io to leave a comment.





Comments
I’ve seen this concept in a couple of games by now, but this one nailed presentation, the slow mo is awesome! Just wish I could move the camera up and down and also turn while the shot is rolling. Very good execution and very fun game! Congrats!
Thank you! Some more control over the camera would definitely be nice for avoiding walls or seeing places other than directly ahead.
Creative idea! Managed to shoot a 4 on 3-hits (the last hit just doesn't count against you if it goes in!). Obviously more content would be great, some quality of life upgrades maybe, but a really cool idea!
Thank you, and great score! I agree, I really would've liked to have more levels and several small improvements and bug fixes. Next time I'll just have to be faster!
Really cool game loved the art and animations, felt like a fully released and polished game, I love the color pallet and aesthetic too, Really good stuff and nicely done overall !! :D
Thank you! I usually shy away from color and aim for a more monotone palette because it's easier, so I'm glad it turned out ok this time!
Nice game. For me the main complaint was about getting the angle deviation right, you could line up the shot perfectly and then miss because your timing on the angle deviation was off, which was very frustrating. There was a bit of lag between when you pressed the space bar and when the line actually stopped, so I tried to correct for that by pressing the space bar when the line was on the boundary between the yellow and green regions, but, perhaps compounded by my bad timing, that strategy didn't work as well. Sometimes I overshot, sometimes I undershot, only a few times did the line land in the centre green region. It's possible the lag wasn't constant for some reason.
Maybe my timing was just bad, but I felt like the angle deviation meter took a lot of fun out of the game because of how unforgiving it felt. I took an OBS recording of the game, and it seemed like 1. the game was running only at about 30 fps, and 2. the line only spent about 1-2 frames in each coloured region, which needed the player to be extremely precise. If you want to improve it, you could either make the line move slower, or take a cue from rhythm games on how they capture input from players between frames and interpolate it to get the position the line should be.
With that said, the graphics and audio were all well done, and the idea was interesting, though I felt it was a bit too RNG-based. Good job!
Unfortunately I was the only one that ever tested the game before the jam deadline, and it seems the meter is much easier to time on a high refresh rate monitor while playing at high fps. The framerate is unlocked in unity, but the web build will be limited to the framerate that the browser tells it to run at. If I play on my main monitor it's 144 fps and feels reasonable to time, but on my second monitor it's 60 fps and feels noticeably harder to time. If yours (and other people's) are running at 30 fps for whatever reason, then I can definitely see how that would feel really bad to time. I'll probably consider locking my jam games to 60 fps in the future, for a more consistent experience regardless of the hardware/software that runs it.
Thanks for playing, and thanks for the feedback!
Nice game ! If you're willing go to further, I thought that the left-right gauge after the power gauge is a bit frustrating, as it overrides the fact that the want to aim accurately, and the power is already there to give you some "randomness". Or maybe make it go a bit slower !
Thanks for playing! That's some pretty consistent feedback I've been getting, so I'd definitely look into tuning/changing/removing the aim meter if I further develop this game in the future.
There's another game with a similar concept where you're hitting a die with a golf cart and the side it lands on is added to your score, but my problem with it was that the game depends on luck a lot more than on skill. What's cool is that this game has an actual solution to that problem with these slow down time and stop mechanics, which are a clever way to keep the idea but have it be less pure RNG.
Yeah that was the one big thing I was concerned with when making this: having a random number of strokes added would feel unfair, so I needed a way of turning that into a minigame of sorts. Thanks for playing!
Despite being short, definitely one of the more polished games
Thank you!
Nice game!
Thanks!
I got a score of 3! I wish there were more levels but I really liked the time slow effect. Good job!
Nice score! And thank you!