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⌚Key Moments⌚
00:00 a “good walk spoiled”?
01:50 gameplay design vs content design
03:55 common indie problems with gameplay vs content
05:48 theme and mechanics working together
07:20 level design feels too terrestrial
09:35 scale and epicness
12:00 a benefit of basing games on sports
12:50 Story Mode broke my brain
17:30 summary of review
19:03 thanks and how to support

8 Comments

  1. I like the gameplay/content split. I never really thought of zooming it that far back, but when you explained it, it totally made sense.

    I think the desert is a decent choice for easing someone into the more wild aspects, going "this is a little weird" and then the next level is a little more weird, etc. Of course, there's the issues of that approach where you don't get to use the weirdness as an immediate hook, and getting lost in a desert is quite easy if there isn't a lot in the desert to guide you, so there's pros and cons and pitfalls to consider.

    I also definitely agree about getting to the golf sooner, I was thinking about that when Dr Joe was explaining the story mode, even before he got to discussing that this was what he was thinking.

    6:43 is that an editing error?

  2. I was watching this on your livestream! It looks really well executed. The UI in this game is excellent, the SFX and VFX are doing great job communicating what is happening with your golf club and ball.
    I can't quite get why you, as a playable character, are *golfing*, when there are some enemies who are trying to kill you, but ok, this game is still in development.
    Great video!

  3. Great video! I found myself laughing out loud a couple of times, and your presentation was very entertaining.

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