About this game
A red ball and a blue ball start side by side on the tee of a crazy golf hole at the beach, seen from above in pixel art. After a 3, 2, 1 count both players putt. Nobody takes turns: as soon as your ball stops, you can hit it again. The first ball in the cup wins the hole.
To putt, press at your own end of the screen, pull back and let go. A row of dots shows where the ball will start off and how it will bounce. Pull further to hit harder.
The balls bounce off each other, so you can spend a putt knocking the other ball away from the cup or into the water. A ball in the water goes back to the tee. The cup only takes a ball that is rolling slowly, so a putt that is too hard skips over the top.
There are nine holes:
- The Boardwalk and Dogleg: bends, a slanted wall to bounce off and a sand trap.
- Duck Pond: a pond in the middle with a lane down each side.
- The Lighthouse: four arms turn in the middle and bat the ball away.
- Snapper: a crocodile whose mouth opens and shuts. A ball that goes in comes out by his tail, next to the cup.
- Buoy Bounce: seven buoys that bat the ball about.
- Creek Jump: hit the ramp hard enough and the ball jumps the creek.
- Sandcastle Hill: the cup is on top of a hill, and a soft putt rolls back down.
- Crab Walk: three crabs walk across a narrow path with water on both sides.
Each hole has one minute. If nobody is in by then, the nearer ball wins it. The player with more holes wins, and if it's level after the last hole, one more hole decides it.
Two players lay the phone flat between them. Red plays from one end and Blue from the other, and Blue's score and messages are turned round to face Blue. On your own, you play Red against the computer. On easy it takes its time and often finds the water. On hard it holes most putts in two and knocks your ball away when it can.
Good for
- Two children sharing one phone or tablet
- Wet play, when the class can't go outside
- A quick game between two finishers at the end of a lesson