Hole in Won

Hole in Won

Bright Corners LLC · 2023 · Casual, Mini Golf, Puzzle, Arcade, Level Editor

PC
Positive86% · 37
Best price
$2.99
lowest tracked $2.00
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Steam
Steam
Standard Edition · Steam
$2.99
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About Hole in Won

Create the Course
Help the golfer putt the ball into the hole.
Create the golf course by laying down tiles in the correct order.

Handcrafted Puzzles
Play 100 handcrafted levels of increasing difficulty.
Can you master all the different tiles?

Level Editor
Create your very own golf puzzles using the built-in level editor.
What kind of creative idea's will you come up with?

Arcade and Community
Upload and share your created levels to the Arcade.
Play and enjoy levels other people have created.

What Steam players say

Recent verbatim reviews from Steam — separate from playze.io community reviews below.

✦ AI summary

Players appreciate the core concept of isometric block-based golf puzzles with gradually introduced mechanics, and some find it relaxing and enjoyable with clever physics interactions. However, common complaints center on frustrating design choices like being forced to place blocks in a fixed order regardless of puzzle needs, inconsistent physics behavior, disappointing late-game levels, and limited replay value that leaves players without lasting satisfaction despite completing the campaign.

Recommended Sep 12, 2024
This game is about as "hard neutral" as they come, so I'll err on the side of a positive review. The game was okay and I enjoyed parts of it, but some parts were terribly irritating. The idea of the game is fine: isometric block golf puzzles, with new types of blocks and mechanics introduced every 10 levels. In each batch of 10 levels, they start out easy to teach you how the new blocks work, and then they get progressively. That's all good. But there are several things I really hate about this game. For one thing, you have to place the blocks in the order that they appear in the stack, so if the block you want is at the bottom, you have to place all other blocks first. This does not add to the puzzles at all, so it's just incredibly annoying and results in a ton of backtracking, forcing you to memorize the exact locations you placed all the blocks. Also, you can only place blocks adjacent to existing blocks, which again can make it frustrating to place the blocks how you want. These two poor design features make large puzzles with a lot of blocks a huge pain. And then there's the insane physics of the game. Instead of behaving consistently, the ball will sometimes get erratic …
2 found this helpful
Not recommended Apr 23, 2025
Game is honestly fine, it's not that bad, but the campaign's final slew of missions are pretty disappointing. Some puzzles are intuitive and fun, but a few were just annoying.
1 found this helpful
Recommended Apr 29, 2025
Its a puzzle-themed golf game, or a golf-themed puzzle game... because golf is not hard enough--whenever I play, I'm always thinking, "I wish I could be solving riddles while I do this".
Recommended Jul 5, 2024
A lovely physics puzzle game. I ended up with a few solutions that I don't think were intended, which was great to stumble into for the harder levels.
Recommended Mar 21, 2024
Cute little puzzle game that's relaxing to play.
Not recommended Mar 15, 2024
Would I recommend Hole in Won? Sadly no. I completed it, and while puzzle games usually aren't replayed, I also don't have fond memories of it. The core idea is solid, but the execution is rough around the edges, with selective realism in the physics and a few easily bypassed challenges. It has its own repository of user-built levels, but that one isn't enough to draw me back in. It's good for an hour or two, and then wanders to the shelf to collect dust. I have a love for minimalist puzzle games, and Hole in Won isn't even the first minigolf-themed one I tried out. But sadly, this one didn't convince me, with the main reason being inconsistency. What are the first things you expect of a puzzle game? Clear rules, and an intuitive way to figure out the solution. And Hole in Won delivers, for the most part. When a new aspect (like guard rails or ramps) is introduced, it happens through a series of 2 or 3 levels where the placement of the new element can easily be guessed. Then follow a few levels challenging that new understanding, and even mixing it up with some of the previous elements. That on its own is great, and I appreciate the thought put into the level design from that sid…

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