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Fairway to Fame's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #7 | 3.750 | 3.750 |
| Visuals(Graphics) | #8 | 3.750 | 3.750 |
| Overall | #10 | 3.500 | 3.500 |
| User Interface (UI/UX) | #21 | 2.500 | 2.500 |
| Sound/Audio | #25 | 2.375 | 2.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was a really great idea for a game. The aesthetics reminded me of old school golf "simulators" and combined with idler genre. It was difficult to make chip shots, especially when the ball is very close to the edge of the green. Maybe giving a way to change the club would help with that, and it would also give incentive to upgrade the clubs. Overall I think there's something there, the old school golf shop aesthetics with some new game play could be fun when done well.
I can't stop playing. Loved it!
Maybe it needs a tutorial, or gameplay (and controls )can be explained in a more directly way, I mean, I didn't understand what to do at the beginning, visually it didn't tell me that there was another way to interact besides clicking. Maybe giving more size and importance to the golf field window would help, but at the same time I really like how it look right now hahaha but you can give at try.
I really enjoyed playing so I think there's no much to say than that. Great job and good luck!
Nice game, but hard to understand which golf to use, and how to stop black filling the bars.
Very nice overview, cool pixelart.
I worked in a proshop as a teen, these graphics take me right back.
Took a bit to get the hang of the controls. I had to flip between the game and the help page a few times. Got there eventually, but it felt a little clunky. Mouse support would’ve helped, and I could see this working with touch on mobile.
Liked the fans in the stands, great detail. Still not totally sure what’s happening when I click the clubs. Are they upgrading over time?
Cool game overall.
Thank you for playing, yes clicking the clubs upgrades their power and speed. Power is how far you can hit the ball with the club and speed is how long the aim bar oscillates. So higher speed, longer oscillation time, easier to stop aim at the desired time.
Hi :-)
The golf part is fun to play and easy to get the hang of. Personally, I had no problem with the controls and mechanics of changing golf clubs (I consulted the list of controls).
However, when I got to hole number 8, no club allowed me to cross the vast expanse of forests and lakes that separated me from the hole area.
Not knowing what to do, I bought a caddy putter with my fans (money?) and didn't notice any difference, except that the putter's progress bar started to fill up/empty automatically, and the associated numbers started to increase...
That's how I realized that you had to click on the club icons to increase their capabilities. The putter's progress was slow. I stopped my game.
I don't know anything about incremental games, which probably explains my confusion. But maybe there should be a way to highlight the mechanics from the very first round of golf.
Otherwise, I would have liked some chill music to accompany this pleasant game.
Thanks for playing! I did tweak the size of the view, and that caused hole 8 to be impossible without plenty of upgrading. It's fixed now, thank you for pointing that out.
I really loved it. Quite easy to get into and relaxing to play. The retro blue-green pixel graphics look very juicy.
My only gripe is with controls. The key layout is kinda unusual and non-intuitive and the keydown state is handled via repeated keyboard events that include initial key delay. There also seems to be a delay between pressing space to hit the ball and it taking effect so it's hard to be precise. Maybe transfer aiming controls entirely to the mouse.
Fix the controls, add some nature ambient sounds and you'll have an excellent old school golf game.
The retro-golf part of this is great! I love the graphics and the terrain. The little details like the autumn foliage and the increasing spectators as you gain more fans are really lovely. Knowing that the foliage is time-of-year-aware is fun. The gameplay is pretty relaxing too. The procedural holes are well-designed as par 2-3 challenges without being too same-y most of the time.
One minor issue for me getting started was that the controls weren’t immediately intuitive — I first tried arrows to aim (and was initially confused at the results) before trying A/D. Then I spotted the “controls” link on the bottom, but found the table a bit hard to parse (something about the formatting feels awkward to me, and having a “result” column feels unusual, although from a purely-aesthetic standpoint I do like the aggressively-retro design). After that the only bump was adjusting my swing timing to the button-up/release instead of button-down/press, but that was manageable.
The incremental aspect was confusing to me. It seems very separated, and kind of underdeveloped. The golf aspect is a continuously-playable game, with rich visual interest, using the keyboard continuously, often using both hands (for convenience), with no real moments where it felt like I should move my focus elsewhere; in contrast, the incremental aspect seems to be an occasional-input stat-increaser with little visual interest, using just the mouse, with little reason to focus/linger on it. Because I have to switch between just-keyboard and just-mouse, it feels like I have to choose between the two parts of the game, and golf feels like a consistently more rewarding choice. If I do switch to using the incremental part, the results of an upgrade seem very small, and as far as I’ve played, they don’t seem necessary to improve the golf experience (I didn’t actually think to try using the incremental features for the first 5 holes, and only did so because they were supposed to be part of the game). In the shop, I wasn’t sure what the “[club] caddy” would do, so I bought the cheapest one to find out, and was surprised to see it auto-leveling my putter with no way to turn it off (the range and speed seem fine already). Visually it’s kind of nice to have the bar moving on the side, but on the whole, I feel like the incremental aspect doesn’t really add anything to the base game — I feel like I can play and enjoy the golf part as a complete game in itself. This by itself isn’t a problem though—I can quite easily and happily just ignore the incremental stuff. Endless retro golf is pretty fun/relaxing by itself.
To reconcile the incremental part, I wonder if it would help to have an extra simulation layer to interact with. This might simulate very basically the financial struggles of a no-name golfer, trying to earn money through fan-based opportunities, tournaments, and rudimentary side-gigs, as they slowly progress from couch-surfing to owning a fancy apartment or something (even if this is presented entirely as screens of text between “days” of golfing). Alternatively, maybe it could lean into the strangeness of videogames and increment towards world peace, one hole at a time, by incrementally building fame/influence/emotional investment, etc. (Just some ideas—it’s fun to think about!)
Thanks for sharing this unusual experiment in incremental gameplay!
I thoroughly enjoyed a round of golf, even without a soundtrack.
And please tell me how many holes you can play? My stamina usually only lasts until hole 18... but because I really enjoyed it, I played three more... and then even more :)
Maybe you could limit it to 18 holes and be more selective in the map selection.
I really like the design of the maps. Are they procedurally generated or created manually?
In my opinion, the rotation speed A/D could be increased slightly.
I didn't understand the shop and club bag where I can upgrade (?) the clubs, and they need an explanation for the player.
And with the putter, aim correctly and use maximum power, and the ball always goes in.
Here, you could also add that hitting the ball too hard causes it to roll past the hole.
I think the currency fans are funny.
Thank you for the flashback to my childhood!
(I only played games like this)
Thanks for the game!
Thank you for playing! There are 2,147,483,647 holes because they are procedurally generated. I do want to change it so instead of new holes continuously being unlocked, there are separate courses with 18-27 holes. The basic idea of upgrading the clubs is you can increase how far you can hit the ball (power), and the speed of the club which is how fast the aim bar moves while swinging. Thank you for the comment and suggestions. I appreciate it.
But if I buy a caddy for club XY in the shop, will it be automatically upgraded?
And as a player, I don't actually want the aim bar to be faster. I want it to be slower so that I can hit with more precision... that's what you mean, right?
Only 2,147,483,624 holes left to play... I'll keep at it :)
Yes if you buy caddy for club XY, it will be automatically upgraded.
As for the aim bar, the “speed” is the amount of time the bar oscillates, so if you upgrade from 1 to 3(seconds/speed) it will take more time for the bar to move, making it easier to make the bar stop where you desire.
Good luck on the back 2,147,483,624!!