
Golf, but you play as the wind. Harness the breeze to platform through a variety of colorful and wacky courses. Collect Golden Tees to unlock new courses and characters. Conquer holes with random modifiers in Remix Rush.
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About
In most normal golf games, you aim your swing, and the wind is decided for you. Breezy flips this concept on its head to create an inventive precision platformer like nothing you've played before.
Controlling the wind means you can also control boats and even UFOs with the ease of tilting an analog stick. Breezy takes advantage of this in its 180 unique holes. The 4 unlockable bonus characters change up the gameplay even further, especially when you combine them with the wacky random modifiers in the Remix Rush side mode.
Breezy holds a wealth of Golden Tees in hidden or hard-to-reach places. They're a test of skill, creativity, and strategy, and each one rewards you with a new character, course, or song. Oh, did I mention that Breezy has a jammin' retro-style soundtrack?
Inspired by the great platformers of the past decades, Breezy has surprises around every corner while still emphasizing and riffing on its core gameplay every step of the way. Breezy is not a long game, but it's jam-packed with interesting challenges, memorable moments, and replayability.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Breezy is a great, casual, and enjoyable take on classic golf games. As a sort of mix between traditional golf games and mini golf, with the added ability to control the wind (mostly used for tweaking the ball's position), Breezy really stands out among other similar games. What I Thought Was Great: Breezy has a sizable amount of content, and the wide variety of levels are a very fun challenge to play. If you're reading this and have only played the demo, go watch some of the devlogs to see what this game really has to offer, as I feel like the demo doesn't quite do the scope and variety of the game justice. Breezy's music is another fantastic part of the game. The songs are fun, peppy, and seemingly inspired by N64-era video game music. They play constantly throughout the courses, with each course having a different song, but they're always a joy to listen to and they didn't get old for me. It'd be nice if the soundtrack was offered for another dollar or something like that. That'd be one more "bucks" well spent ;). A combination of the sound design and mechanics makes every hole feel very satisfying to complete. On top of that, each course has a very unique theme supported by fitting ambient sounds and decorations. The low-poly art is really well executed as well. It's a really nice take on retro-styled art. The physics of how the ball interacts with each type of terrain is also very accurate and as you would expect. The sheer number of holes leads to each course taking on its own twist on the classic golf experience, which is why I don't feel like the demo (the grass course) does the game justice. If you're reading this and haven't bought Breezy yet, just know that you're missing out on a wild golf(-inspired) ride! To be honest, some of the courses make you forget that you're playing golf at all, but I like the change of pace. In addition to that, the new mechanics were very well tutorialized. By that I mean that the game let me discover first what the mechanics did and second the best way to utilize them. I never felt forced to learn something or to do it the "right" way, and there wasn't any hand-holding. I personally hate it when a game makes you play it strictly the way it was designed to be played, and some of the best games are the ones that simply provide you the tools to enjoy the game as you please. Breezy is the latter. What I Thought Could Be Improved: While the gameplay is solid, I was somewhat let down by the UI. It frequently felt buggy, but the biggest problem was the lack of explanation. For example, I was never made aware of the fact that you could switch pages on the title screen by pressing left and right, and the same goes for the redo swing button. It took me even longer to realize that you could hold the redo swing button to restart the level. When I complimented the good tutorialization, I treated a lack of direct instruction as a good thing, but for core mechanics like input I think that clear, concise explanations are very helpful. Again, for example, the game itself never told me that the swings I got were predetermined. I know that the big yellow arrow is supposed to tell me that, but I spent most of the demo trying to control the ball's launch trajectory. I think this may stem from the fact that after a little while, you forget that it's the wind that you're controlling and instead figure that you're directly controlling the ball. I learned pretty quickly that this was the case, but it's just a little bit of feedback from a new player. Some indication of the par of the hole would be nice, too. Another slight complaint I have is the camera. I personally found the additional camera modes to be unhelpful, and the normal top-down view has a hard time accurately capturing depth. I think a standard, orbiting camera would have really helped the experience. From what I gather, the art style was inspired by games like Super Mario 64. This shows itself in the tasteful low-poly art that captures the intended style surprisingly well. However, the terrain lacks this low-poly aesthetic and comes off as a little out of place. Especially when zoomed in very closely, you can see what looks like artifacts from Unity's terrain system, with some curves showing strange ridges. The final level of the volcano course shows what the terrain could have looked like, because it was 3D-modeled like the rest of the art pieces. I think this would capture the art style better and improve the overall variety of the levels even more. As a game developer myself, I'm always looking for feedback that snaps me out of my bubble of being completely engrossed in game development to the point that I can't fathom what new players will see the game as. I know how much developing a game biases the developer towards it, so I always try to give the kind of detailed, critical (in the sense of helpful critiques, not hate) feedback that I would like to receive. Thanks for making it to the end of my half review, half feedback behemoth of a post. I hope it helps people decide whether or not to buy Breezy (you should), and I hope that it's useful feedback for mondobe. I think Breezy is a fantastic indie game in its current state, and I'm looking forward to playing the it after the massive relaunch that's coming soon. (Indie game dev "soon"). In the meantime, I'll be keeping up with Breezy's development and participating in the mondobe community, and I can't wait to see what we'll all create next! - Rochester X P.S.: I thought it would be good to give a summary of the circumstance that led me to this game, in addition to what I have done in-game. I found mondobe's YouTube channel through the video where he (or you, if you are he) designs his website. Then I found the Breezy devlogs and joined the mondobe Discord channel. I bought Breezy for $1 during the Steam Summer Sale (down from $2) and played it for a few days. The amount of hours listed is greatly exaggerated because I left it on overnight... whoops. I've completed every hole in the main six modes and collected one golden tee. (The one in the final hole of the City Course). I only saw one more golden tee, and it was in the Ice Course. I have not played very much Remix Rush. I figured this context would be helpful for anyone looking to buy Breezy for themselves.
This game is a modern masterpiece. Just finished my 4th replay and it still holds up fabulously. My only complaint is that there isn't that many balls in the game. My son and I were talking and he says that there should be a poop ball added to the game and I can see that working quite nicely. Before you start the level you play a quick minigame where you play as a little dung beetle rolling up a ball of feces. I've contacted the developer of the game about this several times and my I have not received a single response from them. My son keeps asking me when the poop ball will be added and I can't bare to tell him that I haven't gotten a response yet so I tell him to just wait a little while longer. His birthday is coming up this September and I would be thrilled to see a response from the developer about this issue. I'm sure their busy but it would make my son so happy and so then he make happy ball in breezy game by mondoibe and fun super fun good.
Found this game from the latest GMTK video, always great to see a game make it from the game jam circuit and get loved and fleshed out and make it to storefronts. The opening gave me some issues, but I got through it. Gameplay itself is AMAZING and I can't wait to play more
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