The Hole by dstoc
Golf... but the hole is really deep.
Play in the browser on itch.io
The Hole is a procedurally generated descent through 18 bizarre and brutal golf levels, stacked deep underground. Every shot counts. Bogeys cost you coins, and coins are your only way to pay the toll for the next level. Make it to the bottom, or go broke trying.
Features: * 18 procedurally generated holes * Tight arcade-style golf with physics-based controls * Coins double as score and currency: collect them to offset penalties and unlock the next hole
Can you survive The Hole?


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- Engine: Godot 4.4
- Editor: Helix
- Effects: sfxr & me
- Art: Aseprite
- Music: ep133
| Link | https://github.com/dstoc/ld57 |
| Link | https://dstoc.itch.io/the-hole-ld57 |
| Original URL | https://ldjam.com/events/ludum-dare/57/the-hole |
Ratings
| Overall | 234th | 3.11⭐ | 61🧑⚖️ |
| Fun | 185th | 3.144⭐ | 61🧑⚖️ |
| Innovation | 218th | 2.94⭐ | 60🧑⚖️ |
| Theme | 174th | 3.441⭐ | 61🧑⚖️ |
| Graphics | 272th | 2.717⭐ | 62🧑⚖️ |
| Audio | 221th | 2.593⭐ | 61🧑⚖️ |
| Given | 84🗳️ | 57🗨️ |

Was expecting something from the little thing in the whole, like a shortcut, but alas, it wasn't.
Stopped at Hole 11, as it seems the game hadn't anything new to give me.
Was fun nonetheless, and I enjoyed playing it.
Please, continue to make game !
> Somehow I managed to lodge the ball outside of the play area
Yeah.. I don't understand why godot physics is acting like this :cry: I made the collision areas larger, turned on continuous detection, upped the physics rate, and added larger bordering areas but somehow the ball can still slip through the tiles :anger:
EDIT: Went through the ground in hole 18.
Good work.
@busisen, oops! I had a nice bounce and friction configured for the ball, but it seems like I accidentally turned it off :face_palm:

The procedural generation is well done and generates interesting layouts that work with the physics.
For QoL, I wasn't able to find a way to cancel out of a stroke once I had started dragging. The zoom out is nice, but I found myself having to zoom in and out often. Having a dedicated minimap for the same purpose might work better.
@haykam, actually zoom wasn't meant to be part of the game. I forgot I added it for debugging :sweat_smile: Minimap would be cool though!
The procedural generation worked well, and made the decision to go for more coins or less strokes really interesting. The difficulty seemed spot on as I always was close to having the right amount of coins.
but yeah i got outside of the map on the first hole sooo, that shouldn't happen i guess
Might be nice with the randomly generated levels to be able to see a bigger picture of the map or have some sort of roaming camera mode, but only so much you can do in 48 hours.
Hope to see more stuff from you down the road! Keep up the good work.
Thanks for playing Deep Bat Rage and leaving some feedback and congrats on finishing!
Additionally, I'd almost prefer a timer to the stroke mechanics, at least then I'm pressured to do things quickly, rather than just wait for the ball to stop moving to try to save money.
Everything's procedurally generated, but it would be cool if there were more types of slopes and shapes, to give some extra variety to how you move the ball around the stage. Otherwise though, it's neat having to balance getting the most coins for the least amount of strokes.
If you're going fast enough/gain enough momentum you can also get trapped in the ground - just as a heads up!
I had fun playing through - managed to get to hole 11 with over 100 coins before getting trapped. Probably would have kept trying to go to 18 otherwise!
@sudocoffee nice, that would make a great tagline for the game!
One thing I would’ve liked to see in this entry is a better indicator for the shot. I couldn’t really get a sense for how the ball was going to move, which made the game slightly random but still fun.
And just like my game, I think yours lacks a variety of mechanics to make the levels more interesting. Things like more obstacles, bouncy blocks, etc. But cool game!