Reviews from

in the past


What a way to start off the year in gaming. Cursed to Golf was an immensely satisfying rogue-lite adventure. Everything from the course design, to hazard placement was perfect. Some great customization with many skins that are references to other games. The ability cards were very unique, and it was super fun experimenting with everything. The MUSIC, the soundtrack has been on loop for the past couple days, I can't get enough of it, especially Scotty's theme. Huge kudos to the composer. I won the game in a contest from the director, and I couldn't be happier! Heck, I'm gonna buy the game on switch myself to support it. Play it!

Cursed to Golf kombiniert mit seinen klugen Mechaniken und spaßigem Gameplay zwei Genres, von denen ich nie gedacht hätte, dass sie zusammenpassen und herausgekommen ist ein forderndes und gleichzeitig unterhaltsames Spiel, von dem ich nicht genug kriegen kann.

If you don't have the Ace card to win you will be sent to the start. Not seeing the progression ramp.

The presentation is excellent, with some gorgeous 2D pixel art animation, but this thing is simply no fun to play.


Yeah it's alright!

I managed to beat it on my first run, which I'm okay with. It definitely wasn't easy, and probably having had played the demo made that a little more possible. Took about 6 hours total to complete.

I don't know if I just somehow missed it, but I didn't find out about spin until pretty late in the game, when I saw it on the controls menu. It's pretty crucial in the late game so I'm glad I came across it when I did.

This game is purportedly a rogue-like, but it doesn't do much to encourage multiple runs after you've beaten it, and in fact it might be discouraging to get sent straight back to the start without having much to show for it. I played Slay the Spire earlier this year, so the bar was set pretty high for rogue-likes, but even then, there are some basic elements I would've liked to see, such as having to choose between awards from trophies, more randomization/paths, outfits being special rewards and not just attained incrementally after beating bosses.

It would've been cool if the outfits had benefits/drawbacks. You only get the chance to change them at each shop, so it seems like the perfect opportunity for that. Imagine if the Spicy outfit made every ball inflamed, but also made it so you could never use frost, and vice-versa with the Frozen outfit. I can easily think up a bunch more, but already that sounds like it would add more strategy and planning.

Golf-rogue-like is a really clever idea for a game, and it was kinda well executed, but kinda unambitious too. I still had a lot of fun, anyways.


Roguelikes have invaded a ton of genres from management sims to card battlers to shooters to rhythm games, so it’s only natural that sports games would get in on the trend. And since Electronic Arts won’t make a golf game where the golfers are actually stuck in an endless purgatory, Chuhai Labs has taken to the course itself and done exactly that with Cursed to Golf. This stylized roguelike is a clever spin on the typical golf game, but it’s also sometimes difficult enough to snap a club in two.

Read the full review:
https://www.comingsoon.net/games/reviews/1235180-cursed-to-golf-review-ps5-worth-buying

Demo only. Well presented. Nice idea, 2D golf but with an underworld setting, procedural elements, card system, after-touch etc. Would it be enough to retain the interest for a full 18 holes? Hmm...

Buenisima idea que queda muy lastrada por ser un roguelike.

Literalmente si es un juego lineal y no te obliga a repetir niveles una vez mueres, el juego se disfruta 40 veces mas, pero la falta de variedad se hace evidente a la tercera vez que mueres y el sistema de guardado no ayuda.

Mi sono moderatamente rotto le palle

Interesting game. Maybe a little less than the sum of its parts, mainly because pretty much everyone has the same takeaway after playing it a bit: "why is this a roguelike?" The roguelike elements really aren't even very good - the power creep you get as you progress gets kind of crazy. But that also lent itself to me clearing the game in about 6-7 hours - if I had lost my final run, I'm not sure I would have given it another go, but that also left me with a decent impression. The rough-around-the-edges nature also (funnily enough) gave me a little bit of fire to go back after my first couple failed runs to show that stupid game who's boss, which made me giggle.

The levels tend to be quite long which feels more suited to a normal game format rather than a roguelike, and while I think the platforming is pretty interesting, technical, and satisfying to pull off (by the end I was really confident in handling spin despite it initially feeling unreliable), there is a pretty lacking element of that flow and the flight that I associate with golf. The presentation is very good though - the 2nd and 3rd boss themes were a bit lacking after the absolute gigabanger that is the 1st boss theme, but still great OST, excellent art, and charming enough writing despite some perhaps too-long tutorials. It seems like since release there have been several great QoL patches too. Overall, while the game might have some glaring flaws, I enjoyed my time, and the drive to mash up all these gameplay elements and follow through on finishing the project is artistically commendable. I appreciate it.

The presentation is fantastic, with some of the nicest spritework I've seen in a while, a nice interface and a fantastic OST. The moment to moment gameplay is great fun and very addictive, trying to go through the courses in as few shots as possible and using the fun powers you get as consumables. It's very satisfying when you pull off a great shot and manage to ace the tricky ass courses the game has. Same goes for bosses, though I only fought one but I loved the feeling of a race against one of the game's charming characters, plus the music was 10/10.

But then it all honestly goes to shit for me due to the game's shoddy roguelike elements. There's a limited number of handcrafted courses that are randomly picked each run, which means that runs start to feel very samey as you start recognizing the courses. There's just very little variety between runs. Each run is also long as fuck due to lengthy levels, which makes failing feel like a complete waste of time since there's very little meta progression. Honestly, the roguelike element makes the game feel miserable to me, so I'm kinda calling it quits after having only beaten the first boss and seeing the kinda shit that awaits me in the next area.

It just would be sooo much better just not being a roguelike. Hell, a more traditional progression system could've potentially had even more replay value, such as by recording how many powers you used and how many shots you needed to beat a stage. Perfectionists would eat it up, trying to outdo themselves, but right now I can't imagine there's any replay value because it seems like a "once and done" game. So the roguelike elements just make the game too punishing without the usual pay off of having high replay value.

I dunno man, it frustrates me because the game is legitimately great except for this one "but", yet it's a massive "but" that ruins the game for me and makes me just decide to play something else. Would be a legit 10/10 for me if it weren't roguelike.

The game is a lot of fun. Did it need to be a roguelike though? Am I possibly the only person feeling burnt out on the genre? Going back to stage one every failure is exhausting. That coupled with the need to make the game hard as nails to make sure it feels like a value(I guess? Is that why?). Admittedly this game's checkpoint and gimme that I unlocked both help, but I think my score takes a hit solely on how tired of this approach to gamemaking I currently am.

Golfing and roguelike, mashed together. As a golf game, Cursed to Golf is totally fine. As a roguelike, it is at least a double bogey.

There are some cool ideas here but its clear the game lacks balance as it throws shots at you and the lack of interesting choices means that this is a one and done. After finishing one run, I don't see myself picking up the clubs again.

Love the pixel art and music!