We love a good golf game, whether it’s serious, semi-serious, or just silly. But the best golf games, for us, involve explosions though and Super Inefficient Golf takes a new spin (pun intentional) on the golf with explosions idea by having you propel the ball with mines; you stick the things to the ball and then detonate them to propel the ball or change its trajectory. Another interesting thing to note is that developer 34BigThings have been working on Redout for 3 years and have created Super Inefficient Golf in just 30 days after an internal concept build turned out to be too good to chuck away.
Super Inefficient Golf is launching on Steam on 15 March 2018.
Super Inefficient Golf – Launching on Steam on 15th March!
TORINO, ITALY – March 6, 2018 – Why hit a ball with a metal stick, when you can stick MINES to your ball? Super Inefficient Golf improves upon the most inefficient game ever conceived, by making it even LESS efficient. Master the art of carefully placing mines, detonating them with expert timing, and BOOM – Birdie!
The game is divided in two phases: first, setup the golf ball with mines, then blast it into space (or better, into the hole) by detonating them. Players have full control on which mines explode and when, which gives them complete power over their rocket ball trajectory – actually achieving what one intended to do is a whole different thing. You won’t need golf clubs or subscription to fancy clubs filled with people rolling in money for a good dose of skill-driven fun!
After having spent more than 3 years developing their acclaimed racing game Redout, 34BigThings decided to slightly pick up the pace and taste the opposite side of the spectrum, by creating a market-ready game, concept to polish, in just 30 days. This was meant as an internal pipeline stress-test, except that the final product looked too good to be tossed. Originally a “snowball avalanche” game concept, Super Inefficient Golf was born out of appreciation for silly gameplay and less efficient means.
“What the heck is this?” was the comment of one of the founders when, coming back from his honeymoon, he found a 90% completed game that did not exist at all, nor was planned, when he left (yes, gamedevs do get married over time).
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