Golf Peaks is a golf game that has very little to do with golf. It’s a game about programming and solving conundrums. It’s a puzzle game that emulates the closing moves of a chess match where the winning move is in front of you somewhere, if only you can spot it.

Developer: Afterburn

Publisher: 7Levels

4 Hours Played // Review Copy Provided // $4.99

In Golf Peaks, players are presented with a series of 108 mini golf courses featuring a variety of grid-based layout. The ball has a starting square and a little red flag indicates the target hole. You’re given hand of cards with pre-set moves for the ball. Go forward X spaces, chip into the air X spaces, chip into the air X spaces and then go forward Y spaces. Each turn you pick a direction and a card, and the ball dutifully executes the instructions.

That’s all there is to it. Simple, no?

Except this is a puzzle game, so no. Not simple. Each world introduces new hazards, and each level finds some new devilish configuration for them. Getting the ball from A to B with pre-defined movements was tricky enough, but how about if we add slopes that will roll you back if you stop on them? How about some sticky tiles that will glue the ball in place if it tries to pass over? Quicksand that can be passed over quickly but not stopped on? Spring pads? Conveyor belts? Sheets of ice? Water?

Starting things off gently with slopes, water hazards and a single sticky tile. Simple enough, right?

Getting your bearings

Golf Peaks is a wonderfully challenging puzzle game, and one of the big reasons I felt compelled to keep playing was that it always played fair. The players understanding of the level is aided by the clean and clear way information is presented. You can predict how the ball will interact with each obstacle once you understand it. Even more advanced obstacles such as the portals are colour coded so you know which one leads to where. You can play out in your head how the ball will move based on the numbers on the cards. For most of the levels, I found myself plotting the complete solution in my head before making a single move.

Learning a new hazard when it’s introduced is easy. The first few levels for each hazard present a safe environment to experiment with how it works. This means by the time the more complex levels come around you know what you’re working with. Encouraging this experimentation is a very snappy undo button that players aren’t penalised for using. A quick press of the B button will instantly undo the previous move. A press of the Y button resets the stage entirely. This and the absence of a scoring system means you will be encouraged to try out ideas that you aren’t 100% sure on without any threat of having points docked.

Some stages require a little experimentation, which Golf Peaks encourages

Creating a challenge

If I were to create a graph of how long each level took me to complete, then within each of the worlds in Golf Peaks there would be a very pleasing upward curve. Afterburn expertly manage the scaling up of the difficulty curve, and you’ll constantly be stretched a little further with each level. The difficulty of each world also scales upwards nicely, and by the last few levels, I found myself having to put the controller down and have a good hard think before attempting anything.

The difficulty of Golf Peaks’ more challenging levels comes from two sources; the design of the level with platforms at different heights and hazards in various awkward configurations, and from the cards that you’re dealt to navigate it all. Getting within spitting distance of the target then realising that the only card you have left will cause you to completely overshoot is a common occurrence. As is looking at your cards, looking at the level, then back at your hand and wondering how on earth you’re going to pull it off.

The obvious route is often the wrong one.

Afterburn have followed in the great tradition of puzzle games that trick you into an incorrect solution on your first go. Sometimes I’d deploy all my cards only to end up one short and realise that the obvious route that had been set for me was a red herring. There’s a eureka moment to be had whenever you suddenly realise you need to double back on yourself, or deliberately hit the ball into a hazard, or waste what looks like a valuable card early on. Every level will test your spatial awareness, but the later levels in each world will force you to demonstrate just how far outside the box you’re able to think.

Conclusions

There are some criticisms I must make of Golf Peaks, that is my job here after all. Each world swaps around the colour palettes that the levels use which is fine, but it means that hazards are recoloured too which risks confusion. The finite number of options available to the player each turn means that a lot of levels are vulnerable to a ‘brute force’ solution rather than sitting and puzzling it out properly, which could see players miss out on the all-important Eureka moment that the designers have expertly crafted. These are just some slightly frayed edges though, on an otherwise excellent tapestry.

Even with advanced hazards like portals, they use a format that’s easy to anticipate outcomes.

Ultimately, Golf Peaks is a fantastic puzzle game for puzzle fans after the more zen-like experience. The music is meditative, the pressure is off, and you’re free to take as much time as you need. If your perfect puzzle experience involves gunning for a high score, then Golf Peaks will leave you wanting. But if you want to unwind with some good puzzles that will provide a challenge? Golf Peaks is a must buy.

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