PUTT PARK

Pull back, let go, watch it roll. Eighteen holes of windmills, portals and conveyor belts, plus races against three ghost golfers.

PUTT PARK All games

PUTT PARK

Pull back, let go, watch it roll. Eighteen holes of windmills, portals and conveyor belts, plus races against three ghost golfers.

Bright top-down mini golf where the whole hole fits on the screen. Press anywhere, drag away from where you want the ball to go and let go: a dotted line shows the path and the first bounce, and the power ring goes from green to red. A slow ball drops into the cup, but a fast one rattles round the lip and spins out. Water costs a stroke and puts you back where you shot from, sand stops the ball hard, hills push it downhill, belts carry it, matching portals throw it out the other side at the same speed, and windmill blades, sliding walls and pink bumpers knock it about.

PLAY is the career round of eighteen holes, par 48, with up to three stars on each: under par, par, or within two over. A hole stops at par plus four so nobody gets stuck. RACE is five random holes against Pip, Dot and Ace, three ghost golfers playing the same hole at the same time, scoring 3, 2, 1 and 0 points a hole. Stars unlock eight ball skins, the last one at 50.

What is in it: Cartoon mini golf with no violence and no scares. The worst that happens is your ball splashes into a pond, and the 'ghost golfers' you race are just coloured balls. More for parents

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Controls

  • Drag back + releaseputt (further = harder)
  • Drag back to the startcancel
  • Arrows / WASDaim and power
  • Shiftfine aim
  • Space / Enterputt
  • Rrestart the hole (not in a race)
  • Mmute
  • Escpause menu
  • Touch: drag backputt
The cup only grabs a slow ball. Hit your last putt so it is dying as it reaches the hole - a fast one rattles round the lip and spins back out.

Tags

How to play

PUTT PARK is bright, top-down cartoon mini golf. The whole hole fits on the screen. To putt, press anywhere and drag away from the way you want the ball to go, like pulling back a rubber band, then let go. The further you drag, the harder you hit. A dotted line shows where the ball will head and where it first bounces, and the power ring goes from green to yellow to red. Drag back to where you started to cancel.

Get the ball in the cup in as few strokes as you can. A slow ball gets pulled in by the cup, but a fast one can rattle round the lip and spin back out, so do not smash it at the hole. Each hole stops at par plus four strokes: use them all up without holing out and you get OUT OF STROKES, no stars, and you move on anyway, so nobody gets stuck.

On a keyboard, press an arrow key or W A S D to start aiming. Left and Right turn the aim, Up and Down change the power, and holding Shift makes both move slowly for a fine shot. Space or Enter putts. R restarts the hole (not in a race), M mutes and Esc opens the pause menu.

Tips and strategy

  • Water costs a stroke. Rolling into water adds a penalty stroke and puts the ball back where you shot from.
  • Sand stops you dead. The ball slows hard on sand, so hit a bit firmer if you have to roll across it, or steer round it.
  • Read the arrows. Hills have arrows on them and push the ball downhill. A ball that runs out of pace on a slope rolls back down.
  • Time the windmills. The blades spin all the time and knock the ball back. Watch one turn, then putt through the gap just after a blade passes. The sliding walls work the same way.
  • Portals keep your speed. Portals come in matching colour pairs and work both ways. A ball that goes in fast comes out fast, so pick your power for what is waiting on the other side.
  • Use the walls. Balls bounce off the rails and the pink bumpers kick them away. The dotted guide shows the first bounce.

What's in it

Eighteen holes with a total par of 48, from First Putt, a straight par 2, to the Grand Finale, a par 5 with a windmill, water, a sliding wall, a portal and a bumper all on one course. In between are doglegs, a sand trap, hills, a bowl that pulls the ball towards its middle, conveyor belts that carry the ball along, Twin Mills with two windmills, a portal maze and a pinball table full of bumpers.

PLAY is the career round. It starts on the first hole you have not cleared, and holes unlock in order. Each hole gives up to three stars: three for a hole in one or anything under par, two for par, and one for finishing within two over par. That is 54 stars in all. You see a scorecard after hole 9 and hole 18, and you can open it any time from the menu. HOLES lets you replay any unlocked hole and shows your best score and stars on each.

RACE is five random holes against three ghost golfers, Pip, Dot and Ace, each better than the last. Everyone plays the same hole at the same time and you can watch their balls rolling next to yours. Fewest strokes wins the hole, with a tie going to whoever holed out first, and the places score 3, 2, 1 and 0 points. Most points after five holes wins.

Stars also unlock eight ball skins, from Classic and Lemon up to Starry, Eight and Rainbow, the last one at 50 stars. Pick one with the BALLS button.

Questions

Can I play on a phone?

Yes. Drag with one finger to putt. If you hold the phone upright, the course turns sideways so it is always as big as possible.

Why did my ball bounce out of the cup?

It was going too fast. Hit the last putt softer so the ball is slowing down as it reaches the hole.

Does it save?

Yes, in your own browser: your best score and stars on every hole, the holes you have unlocked, your race wins, your chosen ball and whether sound is muted. Clearing your browser's site data clears the save.

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