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Can't seem to find the last switch to access the mini golf any tips? It's the third light from the left that I'm missing.
Can't seem to find the last switch to access the mini golf any tips? It's the third light from the left that I'm missing.
Yeah, I don't have that one either.
I was resisting asking but I'd be ok with being told at this point.
The one people usually have trouble with isbehind the minigolf shack, the one that needs all the buttons pressed. Upper right of the map.
Can't seem to find the last switch to access the mini golf any tips? It's the third light from the left that I'm missing.
I got that one, actually!That's the fourth light, IIRC. We need the third.
Okay since I'm not sure anyone has exactly compiled it yet, I want to give a quick breakdown of some of the control mechanics and how it ties in with the stats you can level up, since there seems to be a lot of general confusion. I'm just a player so it's possible this isn't 100% accurate...but I think it's right, given how I've been playing so far and also going off of this game's many correlations to Mario Golf among others.
Power: Simple enough, this determines how far your ball can potentially fly when you hit it. Adding more into this stat will occasionally lower some of the others, but is necessary to get your scores on the course lower, so it helps to keep an eye on regularly raising this while "managing" the others to more suit your particular play-style and keep them from falling too far into the negative.
Purity: This stat determines whether you have a natural draw or fade on your shots a.k.a. whether your shot-line has any sort of a curve to it while you're just aiming around and so forth. Going lower or higher in this stat will increase the curve to that direction, while keeping this stat centered will keep your shots straight.
Strike: Since this is being measured in accuracy, my guess is that this stat determines the potential deviation your shot suffers from when you don't hit your alignment perfectly center at the end of your shot (aka the third button press of the "three-click" golf swing) Higher ability means less penalty, and thus a larger margin for error while still getting the ball to generally go where you're aiming it.
Ability: Again slightly speculative, but I believe this stat determines the degree to which you can shape your ball flight by adjusting your hit point (this is what you do when you press X and change where the little dot is aligned on your golf ball). Low hit point means the ball will take a higher arc and thus also land at a sharper angle, high hit point means the ball will travel lower and be more prone to rolling forward after hitting the ground, while adjusting the hit-point left and right will bend your flight arc a little bit, which can be useful for hitting around obstacles or slightly changing your approach trajectory. So, higher ability score means you have more direct control over your flight-line.
Spin: This determines the severity of topspin and backspin when it's applied on the ball (this is what you do using L or R while you're setting up your shot and it puts a little highlight over the ball indicator). This takes effect once your ball lands and can cause it to roll forward further in the case of topspin, or stop short or even roll back a little bit with backspin. When you want to use each depends on the situation but strong spins especially in conjunction with adjusting your hit-point gives you a lot of options in how you want to approach a hole.
Beyond that, you get ZL and ZR, which are used to help set up chip and approach shots. It's worth mentioning that you have three different approach ranges to work with depending on which buttons you do or don't have pressed. ZL is the shortest range, both simultaneously is in the middle, and ZR is closest to your full-power hit. The exception to this is putting, where holding ZL puts you into a short-range putting power scale while ZR gives you long-range. Pressing Y puts you into "precision mode," letting you use up/down on the left stick to create a kind of shadow-indicator that doubles on your power bar to help you work out exactly where on the power meter you want to stop to get the ball where you want. Swinging all out isn't always the best option!
There's also normal vs. "focus" mode....but I haven't toyed around with that yet enough to figure out what it does. Hopefully the rest of this helps, though!
Cerium, can you add this to the OP when you get the chance?
Fantastic post!
So y'all are having fun with this?
Does anyone know where theold clubs you need to dig up are? I found the first one that it guides you to, but I'm lost after that. This is for the mission where you have to prove that you're a gentleman to the country club owner.
this game needs a guide
kinda lost now on where to go, I think I was looking for coins or something
Buy the irons in the country club pro store
Go do all the quests in the haunted golf course
Ran into a bug on the minigolf course that completely locked up my character. He's stuck and no button press causes the game to respond at all, even though the game itself isn't frozen.
I just put my Switch to sleep and left it because I don't know if this game auto-saves. If it doesn't I've lost a good chunk of progress including doing Area 2 beginning to end
It's easily in my top 10 for GOTY now and even 11 hours in, every new twist to the gameplay or story ranks it higher. The game is an absolute joy.
I dont think I've ever been without a main quest. Have you paused and looked at the notes section?
I have 2 quests in Notes:
1) Bring me 5 cacher's coins and you'll have my attention
2) I need you to track down the dynamo material from a park near Cheekbeak Peak
I hate this part of the game it is hard to know where to dig for these coins
not sure where this park is
I have 2 quests in Notes:
1) Bring me 5 cacher's coins and you'll have my attention
2) I need you to track down the dynamo material from a park near Cheekbeak Peak
I hate this part of the game it is hard to know where to dig for these coins
not sure where this park is
Thanks, I feel dumb... but its kinda stupid to assign the clubs to the dpad. It has no gameplay impact and can only create confusionIt's not a shovelit's a club, you buy it at the pro shop.
maybe the disc golf park to the right of cheekbeak?
Park is the disc golf park to the right of Cheekbeek. Do all the disc golf quests and you'll get it.
crap the 3rd disc challenge
Then you're missingthe one in the top left, it's hidden in the woods, tee up a ball near the guy hiding in the grass and aim in that direction and you'll see it.
I dont want to read the thread to go in blind, just want to be sure it is what I am expecting.
> how much RPG/story heavy is it ?
> how much everybodys golf is it ?
Thanks !
Wow I just checked and Golf Story is #1 on the NA eShop already.
It's unseated Steamworld Dig 2 after only two days holy shit.
does the charm and magic start to wane as you progress?
The opposite.
Now that this game has been out a few days, I assume some of you will be getting towards the end. Does the game still hold up in the second half? Or does the charm and magic start to wane as you progress?
The opposite.
There's also normal vs. "focus" mode....but I haven't toyed around with that yet enough to figure out what it does. Hopefully the rest of this helps, though!
I've never felt the need to grind. I'm finishing most courses 5 under or more.
I dont mind that its too easy. Its easy enough so the story keeps moving alongYeah, so far my only complaint of the game would be that the golfing is actually a little too easy.