Participate in the most random game of golf, where you (almost) never play the same hole… ever! Roll the dice to draw your course. Roll more dice to strike your balls to victory! Part-Luck, Part-Skill; Each game is filled with courses of varying difficulty. No practice required.
Finally back from other work commitments. While I was away, I started working on this little project, and I think it's ready for scrutiny at this point.
I would really appreciate feedback from you guys. This is the first project I'll be showing the public, and I'm really excited and nervous at the same time.
I have attached some pics, as well as the draft manual for the game.
EDIT: I'm adding a printable file of the Base Set for playtesting. Only if you guys want to try it out. :D
The game itself right now is pretty bare. The components are just to make the mechanics work. There are a few things I'm considering, but haven't made assets yet.
a) Weirder Terrain - Tiles that change the landscape when you land on them (Like a portal that sends you back to the start, or to the Putting Green, depending on a dice roll.
b) References - I'm also considering components that reference (maybe) pop culture, like a Gator Tile from Happy Gilmore.
c) Unique Golfers or Caddies - Like you said, having Characters with different traits that players can choose from. Balancing is a bit questionable for me though. What the heck, we'll start with really OP Characters.
If everyone is OP, then no one is.
d) Special Equips - I playing a PS1 game right now, called Hot Shots Golf. In this game, you can have special clubs and balls that affect the player's ability to control ball movement. I'm thinking it would be a good idea to have these as single use power ups, like a Bouncy ball (Skip to next tile on landing) or a Club with an impact grenade at the end, (+5 to Shot Power). And don't forget the Ale!
and finally,
e) Weather Cards - I found it hare before to incorporate wind, prior to figuring out the Shot Power mechanic. But now, I'm heavily considering adding weather cards. These cards can affect how certain clubs work, can add effects to tiles, or just simply affect ball movement.
My dilemma with all this is that the game is simple enough, as it's mostly basic math and comparisons (The game was initially a math game for my students). Adding these components is easy, but will add a bunch of components and cost for production. I will have to ask my brother to do some accounting for me about this. But that means I will need to make him more sandwiches...