Hello Jammers!
Congrats on a successful jam. I've been playing all your games, and they're fantastic!
As the reviewing process for me begins winding down, I just wanted to give a few of my thoughts on my game and the things I learned about myself and the jam. Successes and problems. Maybe you can learn from them or have a laugh. Either is fine.

The concept of Dante's Mini-Golf was that you are hitting the ball up the various circles of Hell.
Getting the ball in to the hole makes it launch upwards to the next circle.

And falling in a pitfall makes you fall down a circle ....or worse.

I was really proud of this mechanic. By layering the different holes on top of each other in interesting ways, it allowed me to make for some really frustrating moments. Herein lies the problem...
I made a rage game for Ludum Dare.
I knew when I sketched out the idea that it would not be ideal for a Ludum Dare audience, but I continued anyway because I'm stubborn and I wanted to! On average, most Ludum Dare players will likely play the game for around five minutes. I do not recommend making a rage game for Ludum Dare unless you are aware that most of the players will not see the majority of the work you've put in. It makes getting feedback difficult because if I'm lucky players will make it to the third or fourth level before taking a big tumble and giving up forever.
I accepted these conditions going in.
This is my third time participating in Ludum Dare and this year was the first time I took a big risk by basing one my primary game mechanics around something I hate... PHYSICS!

I was terrible at math and science as a child and I'm no smarter as an adult, who would have guessed? For the most part, the physics work. Sometimes they do baffling and strange things. I would have loved to do more custom code to make the game feel better, but you can only do so much in 72 hours when you're also learning new concepts. Balancing the speed of the ball is also challenging and one of the main pieces of feedback I've heard. The ball is too slow on the early levels and doesn't have enough control on the later ones. There is no happy medium and if I did the project again I think I would have added some sort of shot mechanic that lets you change the speed with a button press - almost like a low or high gear in a racing game. I'm still trying to figure out all of the drag and acceleration stuff. We're all capable of learning.
Another thing I really wanted to try to implement in this jam was dynamic music. I'm not a composer and the music to most people sounds like just a nonsense collection of beeps and boops. Taking inspiration from the old Grant Kirkhope N64 Rare soundtracks or something more recent like Balatro's music transitions (yes we're all guilty of loving Balatro), I aimed to make a system that seamlessly adds and removes instrumental tracks on each level. It's the same song, but with eight different versions. The game figures out the position, loads in the new track, applies it to the new level, and vice versa when you fall. It's really slick...
...in the Windows build.
HTML5 broke this feature entirely and I ended up having to recode it for a browser. While the effect is partially there, it no longer goes from one track to another seamlessly - it has to start over every time the stage transitions. A bit frustrating, but a better compromise than no music. Remember to test for your primary build. HTML5 does not always work the same way if you're making browser builds!
I got a bit overzealous picking a concept with nine different levels each with a unique tileset, especially because I haven't really worked with tilesets prior to this. I spent probably 60% of my dev time just on artwork and implementation. I am not an artist. It should be very obvious looking at the game. If you aren't an artist, that's okay. I leaned in to it. Made everything look a little jankier. I noticed the game had a 90s DOS/Windows 95 shovelware kind of feel and I embraced that. I added weird looking text that was reminiscent of the scrawled writing I saw on the walls of Lemmings when I played that as a kid. I added a bright and funky pattern in one of the later levels that looked back to the days of sitting on the floor playing ToeJam and Earl. Take inspiration from everything! EMBRACE PROGRAMMER ART!

Finally, a last minute call was adding a tutorial to the game. I've never done that and I recommend everyone to give it a try. It didn't take long to implement and I think it really added to the game experience. Make sure the player knows how to control the game. Unfortunately, many people are not going to read the controls on a page description.
In the end, I am really happy with the end product. I breathed and lived in this game for 43 of the allotted 72 hours. This is not a game for many people. It is a game for me though. I think it's one of the more cohesive things I've made thus far and I learned a lot while doing it. It's not anywhere near perfect, and that is ok!
If you think this game concept sounds interesting to you, consider giving it a try! Don't feel obliged. I'm already at my ratings quota and there's plenty of people out there still trying to hit that 20 threshold. This is a game for a very specific type of gamer and I think if you enjoy difficult games, you might find something to enjoy here. Just be prepared to get angry.
Play Dante's Mini-Golf here!