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VIVID MINIGOLF, originally, was a limited top-down minigolf game with miniature art visuals.


It was first made, foolishly, in a program called 'Gamesalad' that imposed a very arbitrary 10mb limit on HTML5 games. The original version of this game was showcased on VividMinigolf.com, but the Gamesalad Arcade version - the original game - effectively no longer exists.

Well, since 2014 I have rebuilt that game's essential interactions in an entirely different engine for HD with largely the same but far less compressed charming scale miniature art graphics (an old joke is that it's miniature miniature golf) and new courses and holes in the works. The game is solved, essentially, in critical core interaction terms and design... now with only a couple of minor bugs remaining to quash. And I think they can be fixed soon.

I now aim to get the base nine hole game posted here for free very soon.

The base nine hole course version, free from the start, sooner than you'd think, but there is a plan to make an ongoing, expanding set of courses in a paid version. It is possible to pay for the full version even now at a discount (before even the free one is posted) and anybody doing so... you have my thanks.

I want to get the following six elaborate new courses done for the initial total batch of seven different nine-hole courses:

- desert (Southwest, a lot of sand and cacti, rattlesnakes, rugged rock features, etc)

- Japan (think Japanese garden golf course where sand traps look more like a Zen garden, trees, bamboo, waterfalls..)

-a summer forest course that feels a bit more like a realistic standard styled golf course with emphasis on nature and greenery everywhere. Plus other 'amenities' of a suburban country club sort.

-winter (slope of a snowy mountain, snowy pines, ice as an occasional obstacle with lowered friction, opposite of sand that would slow the ball. This course even has a cabin with a campfire outside it...)

- Hawaiian tropical isle with lush palms, flowering bushes, ferns, water and beaches and a volcano even... )

-Autumn forest (fall trees, with colorful falling leaves and a creek, the occasional deer)

--- That is the first six planned new course additions. Nine holes each. I hoped to have this ready to go by end of 2021 or early 2022. As is, though, everything's being pushed back a bit.

Because 2021 and early 2022 sales and activity weren't so great, expect another span of waiting and a late-2022 release here.

This title though, may be ready to release fairly soon. November 2022 is the current realistic target. As release approaches and more visuals are revealed, the price will climb further - topping out at $5.99 at launch here and on Steam, or $5.40 in the week leading up to release. For now though? Still under $3 given the preorder status and how little has so far been showed publicly.

Eventually, of course, the cost to buy the game will decline again to around $3.99, $2.99, etc, at least during sales, but the option to claim it will almost certainly not be this cheap again until 2024.

So the game's near ready... exciting? I have figured out a careful way to scratch build as much as possible and cheat cleverly wherever I could on the visuals without compromising the final visual result. Sometimes that means some objects are the wrong scale because that is cheaper and they're *frequently* now photographed as separate elements against flat keyable backing, scaled to match the rest of the scene. Often the materials are cheap stuff that is carefully built into a form that looks a bit more impressive than what it was actually made with. And often I design courses around what I already have material and supply wise, some of that related to papercraft kit showcases or Miniature Multiverse, so all this brings additional (remaining) cost of assembling six new courses to, about $2 per hole or $18 more for each nine hole course. (On average - some cost less, some a bit more)

Beyond that, even, more courses may be added over time in free updates for all existing buyers. I'm also aiming for a Steam release of the full game too, roughly coinciding with the full itch.io release. I considered waiting on Steam due to the fee involved but decided to go for that at the same time as the itch.io and Gamejolt releases. 

Plus, the free base demo version could also end up somewhere like Newgrounds, Kongregate, and of course VividMinigolf.com. I have the ability to make it run in a web browser, so... yeah. I might even have an .apk Android app version available at some point down the road. 

Any assistance you all can provide with preorders or later purchases around launch could have some big impact on this, but it will also have an effect on the other titles I'm developing. I am financing this myself as usual, but... if it succeeds I will make sure to add more courses to this game. 

$1000+ in sales: American course with focus on various natural regions of the US from the bayous of Louisiana, to the Midwest heartland, to Alaskan wilderness, Yellowstone, California, NY & Texas. 

$2300+ in sales: European course showcasing numerous locales from Italy to France, Netherlands, Greece, Spain, Iceland, Scotland... and more.

$3500+ in sales: Around the rest of the world - jungles of the Amazon, Australian outback, India, China, Russia, Egypt, and some other surprise spots! 

$5000+: Imagined future settings from cyberpunk to solarpunk to various planets! Minigolf on the moon, Mars and more. Of course lasers and robots will be involved.

These may seem like high sales thresholds the game would have to reach but actually half the games tagged 'mini golf' on Steam have exceeded $5000 in sales so all I really have to do is somehow get this just barely in the top 50% in this niche and it will not be a problem. But whether it even gets close to there depends on all of you and whether the handcrafted aesthetic is appealing to any of you. If it is, and you buy and review the game positively at launch, it could (I hope) be expanded massively over the next two years or so, while also propelling future projects to massively improved speed of development, larger scope, and higher quality.

I'll be posting a new trailer and a Steam game page Sept. 30, 2022, just a few weeks before the release. Note that right now it's still possible to preorder for $2.75 (or less during the Labor Day sale) on itch, but when the final countdown to release occurs it'll rise in price further to $5.40, at launch the price will be $5.99 - with sales beginning again on Steam and elsewhere a few months later. I recognize that this isn't ideal but Valve has certain rules for this sort of thing - they take 30% cut of every sale there, they don't want a game to launch in other spots days BEFORE releasing on Steam, etc. I figure the $5.99 initial price point is my best shot at making this work, even if it's higher than I'd like the initial price to be.

I've done my research. I do have a strategy in place. But it won't work without your decision to help make this game and other later games of mine, thrive.

Get ready to wishlist Vivid Minigolf on Steam soon!

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Get this game and 17 more for $1.90 USD
View bundle
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On Sale!
55% Off
$2.75 $1.23 USD or more

In order to download this game you must purchase it at or above the minimum price of $1.23 USD. You will get access to the following files when they are released:

activedev.pdf
Version 1

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