Golf War by ted

[raw]
made by ted for LD 41 (COMPO)

HYPERVIOLENTROYALTOURNAMENTSIDESCROLLINGSPORTS_BRAWLER

Get a piece of the crown, you tarted-up Scottish ninja, you!

Intro and instructions are all in game, but here's a recap:

  1. To check the map, tap TAB or the MIDDLE MOUSE BUTTON. The raw distance is also visible on screen.
  2. To change clubs, tap the RIGHT MOUSE BUTTON or ENTER.
  3. The DRIVER can go about 300 meters, the IRON can go about 140.
  4. To swing, hold SPACEBAR or LEFT MOUSE BUTTON to build power. Let go near the top, then tap or click AGAIN when you get to the bottom: this is your accuracy.
  5. To fight, LEFT CLICK or hit ENTER to swing HIGH. This gets guys with low shields: guys with high shields will block it! To swing LOW and get 'em, RIGHT CLICK or hit SPACEBAR.

In many cases, you'll have to limit your power to line up a good shot.

Enjoy!

golfwar<em>logo</em>sm.jpg

golfwar<em>story</em>sm.jpg

golfwar<em>tee</em>sm.jpg

golfwar<em>combat</em>sm.jpg

Ratings

Overall 145th 3.729⭐ 26🧑‍⚖️
Fun 250th 3.438⭐ 26🧑‍⚖️
Innovation 398th 3.28⭐ 27🧑‍⚖️
Theme 190th 3.9⭐ 27🧑‍⚖️
Graphics 133th 3.8⭐ 27🧑‍⚖️
Audio 98th 3.591⭐ 24🧑‍⚖️
Humor 84th 3.62⭐ 27🧑‍⚖️
Mood 237th 3.271⭐ 26🧑‍⚖️
Given 24🗳️ 23🗨️

Feedback

Trenton Pottruff
23. Apr 2018 · 02:43 UTC
Had a blast while playing this!
🎤 ted
23. Apr 2018 · 16:01 UTC
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
25. Apr 2018 · 08:16 UTC
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
28. Apr 2018 · 03:26 UTC
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
02. May 2018 · 02:02 UTC
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
02. May 2018 · 05:11 UTC
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
02. May 2018 · 05:12 UTC
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
02. May 2018 · 17:00 UTC
Wow, fast and funny. Nice compo entry!
Hisfantor
02. May 2018 · 20:31 UTC
starts of right away with this very cool voice acting and than this very cool art style, well done
Erkberg
03. May 2018 · 19:57 UTC
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
05. May 2018 · 18:51 UTC
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
05. May 2018 · 19:32 UTC
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
06. May 2018 · 18:06 UTC
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
06. May 2018 · 20:48 UTC
LOVED ALMOST EVERYTHING ABOUT THE GAME. (i wish player had some extra powers)
alferbayter
06. May 2018 · 21:19 UTC
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
06. May 2018 · 21:37 UTC
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.