Goldf by Antti Tiihonen
https://youtu.be/RMrkhZ1z_do
Goldf is an endless subterranean golfing simulator. You are tasked with transferring gold nuggets from underground caverns into a hole in the fabric of reality using nothing more but a golf club.
The levels are randomly generated but they are (or should be!) the same for everyone. If you're familiar with Desert Golfing or Golf on Mars, you know how it works. Have fun!
Controls: WASD/arrows + mouse. Press M to mute music.

Tools and Resources
- Unity 3D
- Houdini for 3D objects
- Ableton Live, xFer Serum, Valhalla Room for sound effects and music
- Open Sans font for text
- Photoshop for a few gradients
Post compo update: built a HTML5 version
| Link | https://peeba.itch.io/goldf |
| Microsoft Windows | http://hapatus.com/ld/ld48/goldf.zip |
| Link | http://hapatus.com/ld/ld48/goldf_source.zip |
| Original URL | https://ldjam.com/events/ludum-dare/48/goldf |
Ratings
| Overall | 177th | 3.794⭐ | 36🧑⚖️ |
| Fun | 236th | 3.676⭐ | 36🧑⚖️ |
| Innovation | 410th | 3.279⭐ | 36🧑⚖️ |
| Theme | 716th | 3.074⭐ | 36🧑⚖️ |
| Graphics | 479th | 3.397⭐ | 36🧑⚖️ |
| Audio | 69th | 3.953⭐ | 34🧑⚖️ |
| Humor | 463th | 2.433⭐ | 32🧑⚖️ |
| Mood | 193th | 3.682⭐ | 35🧑⚖️ |
| Given | 10🗳️ | 21🗨️ |
Super cool idea, altough a bit buggy ;) at the third or fourth level my screen became black (twice, so I don't know what comes next).
But this is a game jam and bugs are definitely part of it!
I would remove the collider from the player, since it is annoying to shot on yourself, but for the rest it is a very neat execution of a golf game :)
@baturinsky Yeah, it's procedural. The level generation isn't that smooth I agree but I'm glad it works at least. Striking a good balance with annoying vs. challenging is tricky (since a game like this can't be too easy either!) and getting that working well would take a LOT of work. I might look into it at some point after I've recovered from this weekend though :laughing:
@dynamix @stuartc The little sharp corners can get annoying with the levels, I agree.
I had to refresh the page after basically every second level - kudos for coming up with the saving system to circumvent that problem though!
Very nice atmosphere with the visuals, music and especially the ambience sounds.
The mechanics are super fun - although I wish my dude wouldn't bump into the ball and be in it's way all the time.
Some tricky spots, where the ball get's stuck and you have to try to lump it out midjump come way to early though.
Technically this is an interesting mix - the game has procedural levels, which aren't easy to do - especially like this, but also some things which seem to be founded in a lack of experience as a Unity developer. :D
I agree that there isn't much of a reason to have the player interact with the ball. I like flying around, but maybe make the player body and ball not interact with each other? It led to some weirdness, plus I was always accidentally kicking the nugget into corners which were then difficult to get out of.
Nice work!
I would recommend adding special blocks or "holes" that can grant power ups or wacky ball physics.
You need to redesign it into a mobile game or switch, something with touch controls
The music and sound was very good.
I suppose that's OK as a post-compo update since the issue didn't exist on the original compo standalone exe version, just on the post-compo HTML5 port? :slight_smile:
Everyone is absolutely correct with the player vs. gold nugget collisions being annoying. What I had hoped to do with that was that player could move the nugget around or even headbutt it mid-flight to control its movements but as it is the player controls and collisions are not nearly tight enough to work for that purpose. If I develop the game further I'll have to rethink the role of the player character or if I should scrap it entirely. The thing is though that without the character the game turns into an almost direct clone of Desert Golfing. I mean it already is like a 95% clone of it but what I'd like to achieve, if possible, would be to differentiate from it even further by strengthening the role of the character. :laughing:
The connection with the theme also is also admittedly thin at best. The idea is that the levels get deeper the more you play but you would really have to play the game for hours to notice a difference there. :slight_smile:
@binaryprinciple @robin-scarbrough Nice ideas. Those could definitely spice up the experience.
The character was basically a leftover from the initial idea of the game (which was WAY too ambitious so I had to simplify) where there were more platforming components in the game and the gold nugget was also used as a weapon against enemies. That's what happens when you're developing at a pace where you can't stop to think :laughing:
Also, you listing the tools you used on your game's page reminded me that whe have to do the same!
Great job :D