Review of Cursed to Golf Switch: golf, but ok

Our Verdict

Cursed to Golf balances harsh roguelike elements with playful and endearing level design and game mechanics. This, combined with the gorgeous art and excellent tunes make for a beautifully well-rounded package that’s hard to put down.

Whenever I attempt to explain Cursed to Golf I'd want to use the adjective "little." This isn't meant to be mocking; every time I consider writing about it, I can't help but think of it as an amazing little game. I believe it's because of the really straightforward, little set of tasks it does, which result in something so charming and lighthearted.

Golf is the main concept. To choose your power, press the button once more, and then select the trajectory. Every golf game is like this. This fundamental concept just functions. This time, everything around it is different. It has a side-scrolling 2D map, a variety of cards with bizarre effects, and a progressively decreasing ball count that functions as your health.

How did it come to be this way, then? Our main character is a fantastic golfer who is headed for the next major victory. They are struck by a lightning bolt and perish as they swing toward the pit. This is excellent since it establishes the concept and serves as a lesson for the most fundamental mechanics.

Our golfer has fallen into golf purgatory, where you are greeted and met by a gigantic green guy known as The Scotsman, who then goes on to describe all the weird things that go down in this weird area. Beyond just bunkers and water, there are teleportation gadgets, spikes that damage balls, and other traps that want you to fail.

You must improve your golf game if you want to overcome these obstacles. In addition to the standard power and aim settings, there's a spin mechanism. This allows you to spin the ball in a direction that is much beyond what is reasonable and gives it a life of its own. In order to precisely control where the ball falls, you may also add spin when it touches down.

The controller input needed to make it work feels fantastic. It seems like you're turning a big truck or something when you press the stick in the desired direction and tap the face button. You're battling the ball to give you every last bit of its imaginary momentum in an attempt to pass through a small crack or execute an unusual trick shot. It's very good.

Additionally, there are playing cards that act as bonuses to simplify your life. There are some very creative ones mixed in with some simple ones, like practice shots and extra shots. Say the ball turned out to be a rocket. Imagine if you had portals. What if water could be frozen by the ball? I always like it when you can hear the inquiries that resulted in such ingenuity, and I certainly can in this case.

These elements are all incorporated into a roguelike framework. There are four bosses that you must fight in order to go on, eighteen holes to navigate in a single run, and an underlying belief that finishing a whole run is unachievable. This is a challenging game, which may frustrate others who are not as persistent.

The comeback mechanism, which enables you to plant a flag after finishing a hole and return there in the event of your death, helps to somewhat alleviate this problem. Although it didn't always appear to function, this is great. Using the "quick tee off" option just results in a fresh run. Though I may be misusing it, I'm not quite sure how it works.

One of my favorite features is the fast-forward button, which allows you to go quickly through the game. I don't play enough golf games to know whether this is typical, but all golf games should include fast-forward buttons. It's very lovely.

If this beautiful thing didn't look, feel, and sound so good, it wouldn't be as nice. Jon Davies's exquisite pixel graphics is really charming and full of personality, with various boss movements that perfectly capture their essence. I like the goofy expression on our golfer's face, the peace sign their ghost gives after finishing a hole, and the overall flawless animation and artwork.

Subtle synthesizers are then used in Mark Sparling's music to complement all that beauty. Excellent songs that provide distinct melodies to suit various bosses or locations may be found here. Even while this game is best suited for silent, handheld sessions in front of the television, it nevertheless fits well.

These components together give Cursed to Golf the impression of being a very well-rounded program. Everywhere you turn, it seems as if thoughtful design and a genuine love of tinkering have influenced every aspect of the game. It all makes sense when you go through a level and make use of various devices, and it all makes me grin. It's very enjoyable.

Unfortunately, a software crash after the first boss caused this review to be postponed, and it seems that the developers have since patched a few more flaws. It's unfortunate, of course, but Chuhai Labs has been in constant contact with their followers on social media and has moved swiftly to resolve any problems that have arisen, so maybe this is the last one.

This game never ceases to be fun, even with the flaws. The best thing is that there are no unnecessary components; the tiny team who created this just included what was necessary. The inventor, Liam Edwards, said something that was left out of my previous Cursed to Golf interview: enjoyment is ultimately what it's all about, and playing makes it seem genuine.

This clever little game never fails to make me laugh, even if certain parts might become monotonous at times and not everyone will like the rough roguelike structure. What more could you want for with big, crunchy music, elegant and endearing pixel visuals, and masterfully designed gameplay?

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