Bonder Jul 5 @ 1:23am
Welp... sorry, but I hated it.
I really had high hopes. People even poked fun at me for this being #3 on my wishlist but did I care? Nay.

However after only 30 minutes or so I'm pretty sure I will never enjoy this game :(


The whole idea of a mini-golf game in the clouds is cool until you play it. I thought it would be a creative way to simplify and at the same time provide some majesty to the background. But it's actually a mini-golf game where the ball falling OOB into oblivion is the main game mechanic.

It's sooo not fun.

To make things worse, the courses are frankly all over othe place. Most of the time you are not trying to line up shots or timing- you are studying, trying to figure out where in god's name the ball is supposed to be hit so that it may follow a wildly convoluted path towards the 'green'. God forbid you miss an approach to a ramp or escalator, you will lose many shots just tying to get back to a position where you can make the crazy shot.

Honestly I would have preferred windmills and the tunnel, conventional stuff. Know what's great about minigolf? There are WALLS! It's a simplification of golf that still takes skill, adds the element of timing, and you can -never- OOB. Vert golf goes the wrong direction in all those aforementioned things. The only part that is cool is when you actually hit it in a spot where the course elements completely took over control of the ball, following a rube goldberg-esque route towards some other crazy part where you only get bogged down yet again. Not fun guys!

This is also a minigolf game with a driver... ok, that could be fine, but unfortunately when you go down this path now you have a lot of shots with steep angles, and a driver is not a steep angle club. It just doesn't make a lot of sense. idk.

Controller support is only for Xbox 360 controller, and axis and other functions on a direct-input controller don't work correctly. The FOV bothers my eyes. You cannot map any controls, and they feel ok but "not quite right." (sorry, thats the best way I can put it with limited played time.)


But even if these things are polished to perfection, I just don't find the game fun! I think they totally missed the boat on what makes minigolf attractive. I know not everyone will agree, but I think a lot of people would agree. I really don't want to worry about hitting my ball into the abyss, or rebounding off a moving floor ramp that changes direction randomly, only to push the ball into the abyss, in a mini golf game. What a pain!!

I wanted to support and enjoy this game, and I'm really not trying to be a ♥♥♥♥, but I had to get this off my chest since this is likely my first and last post here.
I think I had the blinders on bc I really wanted a mini-golf game on steam. But the gameplay is a big letdown.... especially considering I had all those problems on the very first Course xD

well... bye guys! Good luck anyway.
Showing 1-14 of 14 comments
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Bonder Jul 5 @ 1:47am 
misspoke on FOV- I meant to say DOF - depth of field, the blur effect.
Kinl23  [developer] Jul 5 @ 6:14pm 
Hey Bonder, thanks for the feedback and support.

We are still developing the game and in Early Access so I encourage you to join in with the discussion over at http://community.surpriseattackgames.com/vertigolf and add your suggestions, Although here is also fine.

Due to being in Early Access the game is constantly being updated with new holes and courses and changes in options etc etc. The holes first we released were very difficult (currently the first you come to in game, but this will change to make more sense on release) but as we've developed the game we've discovered some people want simpler holes more akin to the traditional MiniGolf you're talking about (with no chipper and no aftertouch to direct the ball) so we added some, I'm also working on another more traditional set as we speak.

As for the graphic settings they are also open for change, if you want a DOF toggle then we can do that for you. (currently you can turn it off by moving the graphics/special effects to medium).

Some people really like the complex holes where you have to take your time to set up shots and learn the hole. Also worth noting that this complex hole style really relies on the use of the Aftertouch using the WASD keys to direct the ball around the hole and the managment of its power, with a full charge its very possible to direct the ball straight to the hole in one shot, it is also very much needed to avoid the abyss on those first 2 courses (Classic) - Although we may change that name to Nightmare or something ;).

When it comes to pick up and play some people perfer the simpler holes (Mini Putt) and that is something we are working on, also in the future we plan to release a course creator where you can share your creations whether they're simple or crazy difficult.

We really want to create the ultimate Minigolf game for everyone whether you prefer the fully featured "Pitch and Putt" (Chipper, Putter, Rewind and Aftertouch) or you want a traditional game of Mini Putt with just a putter and a ball.

Currently we're working towards Multiplayer and once implimented I suspect the simpler holes will be more fun, so more of those will no doubt be added, there is also an experimental Race style which will also probably end up being a great style for multiplayer.

Either way, don't give up on us just yet, we still have more content to add and the simpler style is getting a fair bit of love from the community.

Bonder Jul 5 @ 6:43pm 
Originally posted by Kinl23:

The holes first we released were very difficult (currently the first you come to in game, but this will change to make more sense on release)

simpler holes more akin to the traditional MiniGolf

no aftertouch to direct the ball

if you want a DOF toggle then we can do that for you. (currently you can turn it off by moving the graphics/special effects to medium).



we plan to release a course creator where you can share your creations whether they're simple or crazy difficult.

We really want to create the ultimate Minigolf game for everyone

Either way, don't give up on us just yet,



Pardon me for chopping up your quote, but wanted to point out the above points which I really appreciated-

'The holes first we released were very difficult (currently the first you come to in game, but this will change to make more sense on release) ' ---this is a big deal! it's giving people a first impression of the game, and logically, the next courses 'must' be even more difficult! If i were you I would make changing that order a priority or putting a big huge disclaimer in there somewhere liek a huge flashing banner as you play lol.


'no aftertouch to direct the ball' --YES please

'if you want a DOF toggle then we can do that for you. (currently you can turn it off by moving the graphics/special effects to medium).' -good to know! and thanks

'Either way, don't give up on us just yet,' - i wont!


what a great response, thank you this is really encouraging!!




Bonder Jul 5 @ 6:45pm 
And Direct input controls (non-xbox) would be a huge point for me, I found myself using both controller and keyboard, as controller was more intuitive, but did not have all the functionality. Thanks again for replying
Kinl23  [developer] Jul 5 @ 6:55pm 
Yes thanks for bringing the first time player experience back into focus.

Its now a priority.

Will have a look into Direct input controls.

Kinl23  [developer] Jul 5 @ 7:01pm 
How did you find the tutorial? I think that might be ready for the workover too?
Bonder Jul 5 @ 7:18pm 
Originally posted by Kinl23:
How did you find the tutorial? I think that might be ready for the workover too?

well I liked it, because it wasnt too long hehe. Mostly I was trying to figure out if the gimped controller or the keyboard would be preferable.
Tutorials can be tricky, on the one hand you want to make it easy to introduce one thing at a time, but sometimes this is too many single steps that take too long, and you don't have the sort of sandbox freedom to just see for yourself what everything does. And also you want to keep them short. All in all, I thought it was fine, it was when i hit that first course afterwards that it went off the rails for me. My first impression I think was that i hit the ball and when the camera turned around I was like huh? but it was kind of cool. Probably could have been fewer shots to finish the hole imo.

what else... I couldnt find an up/down tilt to the camera except the one tied to the zoom, but the bird helps with that (then again bird didnt tilt either) - this might have been due to direct input issue.

I thought the presentation was really well done too, albeit a bit devoid of life in that shop. But who cares bc it's all about the golf :)
Kinl23  [developer] Jul 5 @ 8:17pm 
The shop will be part of the Multiplayer, It'll all make sense when thats in and it will get populated.

Thanks again for the feedback.
Last edited by Kinl23; Jul 5 @ 8:17pm
Kinl23  [developer] Jul 5 @ 8:18pm 
I think you are missing some controls somehow? How is it with mouse, left click to rotate?
Bonder Jul 5 @ 8:43pm 
Originally posted by Kinl23:
I think you are missing some controls somehow? How is it with mouse, left click to rotate?
Yeah the mouse worked to rotate, but mice are easy to change direction, that is, if you want to simply move it a couple ticks to the left, you might end up moving left right right left left each a few degrees until you get it just right... this is where an analog controller/ stick is preferrable.
I understand holding down L mouse to move direction, so that you can set the direction and not mess it up. But when you have your finger on the buttone it actually makes it trickier to aim i think?
Since you need the kb for a lot of things anyway, maybe holding down shift or space or something would work better for some people. But I might be muddling up the thought process now, I didnt spend all that much time on it after all!
Last edited by Bonder; Jul 5 @ 8:44pm
Kinl23  [developer] Jul 5 @ 8:59pm 
Ok thanks for the feedback. :)
Pie Co. President ᴺᵂ Jul 18 @ 4:53am 
Just reading through some random community posts, and I have to say, I love seeing positive conversations like this. The attitude of a developer makes a huge difference towards people's opinion of a game, keep up the good work, VG guys.
Nsist Jul 19 @ 4:52pm 
I agree with Bonder, on the fact that this became much to difficult to control. One thing I noticed was that the signs became in the way of visual shots, or became blockers for a shot. They really need to move off the playfield. Fencing needs to be up, all along the course. When you shoot the ball OOB then thats understandable. But every other hit it falls off the course, is not fun.
I also got lost as to where the next island was I was suspose to be hitting the ball. That shouldn't be the case. Thanks though for taking constructive criticism. For playing on a par 12 hole , it took me a miserable , sad 118 tries to get in the hole.
Last edited by Nsist; Jul 19 @ 4:57pm
Bonder Jul 19 @ 5:36pm 
Originally posted by Nsist:
I For playing on a par 12 hole , it took me a miserable , sad 118 tries to get in the hole.
---haha i feel ya!




I keep putting it off but this weekend I'm excited to see the update and the mini putt course!
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