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This submission is disqualified
A jam submission

Brain Rot GolfView game page

a golf incremental game
Submitted by Creational Labs (@CreationalLabs), Vanflux — 11 minutes, 43 seconds before the deadline
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Brain Rot Golf's itch.io page

Jam Entry Confirmation
Indie Game Clinic COLLAB JAM 26

The Team
CreationaLabs, Vanflux

Other Credits
Kenny Asset Forge
MatrixRex - Water Shader - https://github.com/MatrixRex/Uber-Stylized-Water

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Comments

Host

this seemed cool, but had to disqualify as you listed the controls on the game page instead of teaching them in the game. 

Developer

cool ❤️

Submitted(+1)

I was surprised by the concept of a physics-based golf game, but it starting making sense once I got the upgrades! I found myself playing "wrong" at first, staying back and trying to putt in balls at spawn, with a slow success rate, but eventually realized the better option was to stay near the hole and putt balls in as they rolled by. I wish I had been able to upgrade things infinitely, since I find incrementals fun when they make you feel like you're breaking the game.


I really enjoyed the winning animation and the plunge down to Golf Heaven.

Developer (1 edit)

Ohh now that's a big brain move honestly. Being close to the hole probably makes much more sense after you buy the upgrades that spawn multiple balls, because of collisions they tend to roll too much. I hadn't thought of that yet, I usually just keep playing like crazy trying to chase the balls down.

And man, you have no idea how happy I am that you reached the endgame! Thanks for commenting, it made my day!

Submitted(+1)

I tried, but couldn't understand what was happening. I got the hint that some kind of incremental thing was happening, but the main area vs the putting area, the amount of things falling through the terrain, and balls arbitrarily moving places all had me a bit mixed up. It rotted my brain! I couldn't tell if the game was having actual errors/bugs and behaving unexpectedly, or if it was supposed to be that level of jank on purpose. Ultimately, as hard as I tried, I didn't get it.

Here's a playtest

Submitted(+1)

I failed, sorry. Couldn't make it through the first hole ^^'

Most of the time, after pressing the green button, I fall behind the spawn point and just fall below the map

Submitted(+1)

I eventually understood what was going on, I think. Every time I put the ball in the hole, I score a point (also a ball), that also counts for the bridge. However, you can pay with these points for extra balls and/or multiplier bonus, by pressing the cubes. So you build the bridge faster, but you pay parts of the bridge to increase the speed of building.

It took me a bit to figure out what was going on, but I just pressed all buttons and ran around. That could need some improvement I think. I also don't know the details and the numbers, which were unclear (why are there three boxes?).

However, as far as incrementals go, there might be something here. I would still just give one ball each time, since multiple balls just make it harder to gain points, as they bounce off each other. And then make different courses, items, power-ups, automatic-golf-paddles, etc.

Submitted(+1)

There's a good solid base for a silly game here.   If you want to lean into the  brainrot aspect you can look to YouTube shovelware   and make fun of   reaction   gamer   tropes.   

I'm not sure if there was supposed to be sound cuz I couldn't hear anything. 

In terms of  features what I'd like to see:

  • different club types
  • a scrotum of balls
  • different ball types,   basket, tennis, brains,   etc
  • power ups that make ur balls split
  • a   well that runs dry because of how much water golf courses use
  • you could even turn the course into a pinball machine if u wanted to get funky
Submitted(+1)

Sadly, the game does not start for me. It seems to be eternally frozen on a blue background after loading.

Submitted(+1)

Intuitive gameplay and nice ball queue animation. The goal also becomes self explanatory over time.

The upgrades are not self explanatory at all, but it was interesting to find out what they do.

Web didnt load properly for me on Firefox, but the windows build did.

Submitted(+1)

I couldn't really figure out how to play or what to do unfortunately. I could hit balls, and press the buttons when sent to that other platform, but had no idea how to win or progress.

Deleted 170 days ago
Developer (1 edit) (+1)

[SPOILER ALERT! don't read this if you haven't played the game yet]

thank you so much for the honest feedback! its always fascinating to see how a design that makes perfect sense in the developer's head shatters the moment it's released into the wild.

since incremental games usually rely heavily on text, our main challenge was making the mechanics purely visual. We tried using the totems on the upgrade island to show tangible changes, like spawning more balls or multiplying points. To signal the main goal, we placed the destination island right in front of the player, intending for the collected points and balls to form a bridge toward it. 

It worked flawlessly in our minds haha, but obviously, it needs a lot more iteration and playtest to truly be "self-explanatory"! I really appreciate you taking the time to play and sharing your experience

Submitted(+1)

It was bit hard to understand at first but i really like the idle type of game play where its cool to spend some free time.

Submitted(+1)

I would've liked for the basic input to be more intuitive

Developer

thanks for the feedback. we used the classic WASD + E to interact scheme, standard for 3D PC games, what specific parts felt a bit weird to you?

Submitted(+1)

i could not even get started.  i could rotate my view with mouse, and move, i could raise club for a swing but the her was no ball?

Developer

the ball spawns right after the game starts, maybe 2 or 3 seconds in (it's a continuous spawn with a set interval)

Submitted(+1)

There is definitely something interesting here! I found it tough to correlate the podiums with their associated effects and was a bit confused on whether or not I was making progress. It felt like as I was getting more balls dropping in, I wanted to be able to make use of them and get a bigger club, or more clubs, but instead I was just forced to focus on one ball at a time so it didn't end up feeling like the extra balls mattered. Either way, I could see this being pretty cool if you could flesh it out a bit more, nice job!

Developer

thanks for the feedback! you hit the nail on the head. Making self-explanatory upgrades without text was harder than I initially thought. Static '+X%' buffs would felt unnoticeable, so I pivoted to spawning more balls, faster respawn and scaling up the hole size. But without proper balancing, after a certain level they stop helping much and just become a waste of cash. i had cooler mechanics lined up but completely ran out of time. It definitely needed more polish on the balancing side, but I'm glad you saw the potential. Thanks for playing!