Up to Par - Rogue-lite Mini Golf @JohnnyDFox
Up to Par - Rogue-lite Mini Golf  @JohnnyDFox
Uploaded April 2026 | Updated September 2026, 1 week ago
Unlocking 100% of Items, Courses and Obstacles in this rogue-lite mini golf game, mostly on the easiest difficulty.
The video is from three separate sessions edited together. I figured nobody really wants to watch three one hour long videos of mini golf, but one three hour long video of mini golf is just fine.
I know what you like, baby!

The game itself is available for purchase here:
store.steampowered.com/app/1384660/Up_to_Par

I got this game for free from the developer back in the day around it's release, before there was an easy difficulty or modifiers and when the items in the shop actually cost more. I meant to record it back then for a quick video, but the game's difficulty, multiple issues with physics and me finding out and subsequently being appalled by it's steep asking price dampened my excitement tremendously and I just forgot about it. With all these updates over time supposedly making it a little easier to play, I decided to get back into it for a brief look at what's changed.

As is customary in golf, the game is all about trying to finish courses with the fewest shots possible. On normal difficulty you have only three shots per hole or it's game over and any spare shots you don't use get added to the next hole. After six holes all the spare shots you've saved up during the course can be used to purchase power ups for the next course, like for example an extra bonus shot earned for getting a hole-in-one, more powerful shots, chip shot and teleport closer to the hole after the second or third shot.

There are two major issues with the game, though, and the first one is the physics. They often bug out. You can get stuck in walls or lose all momentum immediately after touching a wall or you can be sent flying into the air like crazy by things you shouldn't be. The angles of the ball don't always make sense either. A straight wall at a 45 degree angle for instance might sometimes send the ball moving back at exactly 180 degrees to where it came from and the issue gets exacerbated in courses with oddly shaped walls. Even the shot predictor upgrade that's meant to advice you on the angle of the shot can be completely wrong, which makes it the most useless item in the shop. Eyeballing the shot might be difficult and lead to mistakes, but having a power up literally lie about where the shot is going will ruin the game and having to pay for it is a slap in the face.

The second issue in the game is just how the progression works.
You unlock new courses and obstacles by simply reaching certain number of holes played in a run and you unlock helpful upgrades from the shop by saving up spare shots throughout the courses in a run. Each item that helps make the game easier is more expensive the first time you buy it and this can screw you over if you're not immediately good at the game.
If you're not good at the start you won't be able to save up shots and can't afford to unlock upgrades to make the game easier, but you're still likely unlocking new obstacles and courses and making future runs more difficult. More difficult runs in the future means you are even less likely to save up enough shots to unlock upgrades with and the cycle repeats.

Or that's how it was back when I first played the game, but now there's easier difficulties that give extra shots for early courses, the upgrades in the shop are cheaper overall and there's also earnable modifiers that alter some holes in the next run or two to be slightly easier, making Up to Par much more enjoyable of a game.
It's price on Steam is still f'n vertical, though. This game is, at best, an under 10 dollar purchase. Call me a cheapskate but I'd pay 3 bucks for it, asking for 20 is just plain highway robbery.
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Up to Patreon:
patreon.com/JohnnyDFox
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Up to Par - Rogue-lite Mini Golf

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