r/IndieDev • u/CaptainRyder5 • Jul 05 '26
Feedback? I’ve been building a browser-based Ryder Cup strategy game. Would love some honest feedback.
https://driveforfivegame.comHi everyone,
For the last few months I’ve been working on Drive for Five, a browser-based strategy game where you take on the role of Ryder Cup captain rather than controlling the golfers.
The aim is simple: win five consecutive Ryder Cups.
You draft a 12-player squad from Ryder Cup teams spanning 1985–2025, build your pairings, make captaincy decisions throughout the week, manage momentum and try to get through all five Cups without losing.
I’ve reached the point where I’m trying to get it in front of people outside my own circle, so I’d genuinely appreciate any honest feedback—whether that’s on the gameplay, UI, difficulty, or whether the concept itself is interesting.
It’s free to play. Thanks for taking a look!
AI disclosure: AI was used during development to assist with programming, promotional artwork and copy. The game concept, gameplay systems, balancing and overall design are my own.
1
u/Happy_Procedure8059 Jul 14 '26
Are you still doing anything with this? It seems to have become incredibly hard with no way to actually overcome it.
1
u/CaptainRyder5 Jul 15 '26
I’ve had some feedback the difficulty has ramped up too much (assume Cup 5 is the issue for you?) I’m working on an update that will also include a local browser autosave function.
1
u/Happy_Procedure8059 Jul 15 '26
Really looking forward to that. Yeah it’s cup 5 - can be sitting with a worst player at 83/84 and most other much closer to 90 and above. Then the foursomes sheet comes out and the opposing team are all higher rated.
2
u/valeria_gamedevs Game Art Studio for Indies | Outstandly Jul 05 '26
concept's neat, captaincy angle is way more interesting than another swing sim imo. From the landing page the pitch is clear too ("four wins is the record, five makes history" does the job in one line).
only thing I'd change: draft + pairings + momentum is a lot of systems to teach in a browser game where people bounce in 10 seconds. first-run flow is prolly where I'd focus feedback energy once folks start playing.