Putt Parlor
Pull back from the ball, aim, and release to putt. Real bounce physics off walls and bumpers. You start with a bank of 10 strokes — beat par on each of the 12 hand-built holes to top it back up. Run the bank dry and it's game over.
Drag back from the ball to aim & power up, then release. Works with mouse or touch.
How to play
Press on the ball and drag in the opposite direction of where you want it to go — like a slingshot. The further you pull, the more power (up to a cap); a dotted line shows your aim. Release to putt. The ball rolls, slows to a stop, and bounces off walls and round bumpers along the way. You can only line up a new shot once the ball has fully stopped.
You have a shared bank of 10 strokes. Every shot spends one. Sink the ball and you're refunded the hole's par, so finishing at or under par keeps your bank healthy — go over par and it drains. When the bank hits zero, your run ends. There are 12 hand-built holes; clear all 12 and they loop again with tighter pars.
The bank is the opponent
You start the run with ten strokes and that is the entire supply. Every putt spends one, from any hole, and sinking the ball pays back the hole's par — not what you actually used. So each hole settles up at par minus strokes. Take two on a par 4 and you walk away two strokes richer than you arrived; take six and you are down two and carrying that debt to the next tee. The twelve pars run 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, which is 41 strokes of credit available on a lap against a starting float of ten.
The bank running dry does not stop the shot you are in the middle of. The run ends when the ball comes to rest with nothing left, which means a last stroke that drops is a last stroke that refunds — you can be at zero in mid-roll and still be alive a second later. Everything else about the game follows from that one piece of accounting: this is a resource game wearing a putting green's clothes, and a beautiful shot that takes four attempts is worse than an ugly one that takes two.
Clear all twelve holes and the course loops with every par cut by one, floored at two, so the second lap is worth 32 strokes of credit and the third only 26. The layouts stop getting harder; the terms do.
How the ball behaves
Rolling resistance is exponential rather than linear: each 1/120-second step multiplies the ball's speed by e raised to minus 1.4 times the step, so roughly three-quarters of the speed is gone after a second of open green. Below 6 pixels per second the ball is declared at rest and you may aim again. A full-power putt leaves the tee at 1,200 pixels per second and, left alone, would coast about 850 pixels before stopping — more than the length of the field, which is why maximum power on a straight hole always means at least one wall.
Walls return 85% of the speed you bring into them, so bank shots are cheap but not free. The pink bumpers reflect off the same 85% and then multiply the whole velocity by 1.15, which very nearly cancels the loss and pays you 10 points per genuine contact into the bargain — they are the one obstacle in the game that is on your side. The cup is fussier than it looks: the ball only drops if it is inside the 16-pixel radius and travelling slower than 340 pixels per second. Arrive faster and it rattles the lip instead, keeps 55% of its speed, and gets kicked about 26 degrees off line. The faint pull toward the hole only engages within about a ball-and-a-half of the centre and only while the ball is already slow, so it tidies up a good lag rather than rescuing a bad one.
Twelve holes, one plan
The dotted aim line shows direction and power and nothing else — it does not trace bounces, so every carom is read by eye. That, plus the lip-out rule, makes the aggressive line quietly expensive. A hole-in-one on a par 4 is worth 2,400 points and three strokes of bank, against 1,100 points and two strokes for a comfortable two-putt, but the failed ace usually arrives at the cup too fast, skids past on a 26-degree deflection, and leaves you a longer second putt than a lag would have. Two attempts at the ace on the same hole and you have spent the entire margin the two-putt would have earned.
The rule of thumb that survives contact with the later holes: gamble while the bank is fat and the par is generous, lag when it is thin. Under about six strokes in hand, treat every hole as a lag to a tap-in and take par. It pays 500 points, keeps the bank flat, and buys you the holes where the ace is genuinely on. Posting a score to the shared leaderboard is optional and happens only if you type a name and press Post at the end of a run — that writes one record with the game id, your name, the score and a server timestamp, and stores the name in your browser for next time. If the leaderboard fails to load, the golf is identical; only the online board goes quiet.
Frequently asked questions
How do you play Putt Parlor?
Press on the ball and drag in the opposite direction of your target, like a slingshot. Pull further for more power. Release to putt. The ball bounces off walls and bumpers and rolls to a stop; sink it in the cup to clear the hole. You can only aim again once the ball has stopped.
What is the stroke bank?
You start with 10 strokes shared across all holes. Each putt spends one. Sinking the ball refunds the hole's par, so finishing at or under par keeps the bank up while going over par drains it. When the bank reaches zero, the run ends and you can post your score.
How is the score calculated?
You earn 500 for clearing a hole, 300 for every stroke under par, a 1000-point bonus for a hole-in-one, and 10 for each bumper you hit. Your score is cumulative across the run. Beat par often to climb the casual leaderboard.