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Golf Peaks turns the mini-golf into a card-based puzzle game



It may be difficult to find time to complete the video game, especially if you only have a few hours a week to play. In our two-week column Short game, we suggest video games that can be started and completed at the weekend.

One thing about the abstract gaming puzzle is that they often have no themes. Games like Tetris, Delete, or sudoku are not designed to look something special. Nothing about them can be compared to any analogue real world. However, games that use themes are well used to help players better understand what they can do. Resynth, for example, mimics the look and sounds of the music synthesizer to turn into a game to solve a pushing block of puzzles into something, where you can make music, and you understand how well you are doing, as the music sounds.

Golf tops is a brilliant example of how to use threads because it communicates a lot of the way the game works for the player before they start playing. In this case, it uses your previously held knowledge of miniature golf. Describing it as a miniature golf game where you use the cards to determine how to hit the ball should be approximately enough to understand how to play the game.

In particular, the puzzle of the game is trying to find out how to use the limited moves you have, based on the specific cards you give for that hole, to finish it. Each card tells you the number of squares that the ball will travel, at the same time indicating whether they will move along the ground or move through the air. After selecting your card, you want to use it to choose which of the four directions you want to travel in. Then the ball moves in that direction, as far as it is from the card or until it encounters an obstacle or danger.

These obstacles and dangers are generally what you would expect from a mini golf course: walls that throw your ball back as it came, slopes that roll the ball to the bottom, and sand traps that stop all the impulse of your ball. While missing some of the background customs such as windmills or gigantic animals, while the game progresses, dangers become more concentric, such as live sand, ice, and conveyor belts. Every nine compartments of the game are based on a certain danger, with the first few holes that teach you how it works while growing in complexity as you finish each part.


Despite the fact that there is no text in the game, it's a great job of teaching through the game. While this kind of method of teaching and error can often be frustrating, Golf tops allows you to easily restart the hole or simply restore a single move almost instantly. Experimenting with new mechanical and barriers is actually a kind of fun work, because there are no negative repercussions to just try something outside. It helps you not only learn new behaviors, but sometimes it also allows you to complete the holes in ways that are never intended for the cards.

Although Golf tops there are no randomly generated levels, the game is something I will most likely play on my way when I had an iPhone. The puzzles are well made, and the game is so relaxing to play that I do not want to quit. In the mobile form, ejecting a few holes looks like a great way to wake up after work, especially when you have only one hand free in the subway.

Golf Peak was created by Potterburn. You can get it for Nintendo Switch for $ 4.99, for Windows and Mac Itch.io or Steam for $ 4.99, or on App Store on iOS for $ 2.99. It may take about four hours to complete.


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