9 fast holes on a hand-drawn notebook course. Pull back, aim, and putt.
Click and drag away from the ball, slingshot-style, then release to putt. The farther you pull, the harder you'll hit. Works the same with a finger on mobile.
Doodle Putt packs a full 9-hole mini golf course onto hand-drawn notebook pages, and every hole is its own small puzzle rather than a reskin of the last one: First Putt eases you in, Sandy Reach and Sand Dunes punish a sloppy shot with extra strokes, The Corner and S-Curve force you to think about angles instead of just power, Water Hazard adds a real penalty for missing your line, Bumper Alley is built entirely around bank shots off rubber bumpers, and the course closes with Windmill and its spinning blades before the aptly named Grand Finale.
It plays like classic pull-back-and-release mini golf, but because every hole has a listed par, the game is quietly also a scorecard challenge -- you're not just trying to finish 9 holes, you're trying to finish them under par, which is a very different (and harder) goal once sand traps and water start eating your extra strokes.
On holes with sand or water, it's almost always better to aim for a safe, slightly longer path than to cut a corner tight and risk landing short in a hazard -- the stroke penalty for missing usually costs more than the extra putt a safer line takes. Bumper Alley and any hole with angled walls reward a lighter pull-back over a hard one, since a shot that's too powerful just bounces off the bumper at a wilder angle instead of curving where you want it.
Doodle Putt has 9 named holes -- First Putt, Sandy Reach, The Corner, Water Hazard, S-Curve, Sand Dunes, Bumper Alley, Windmill, and Grand Finale -- each with its own layout, par, and hazard mix rather than a repeated template.
Yes. Every hole has a set par, so your goal on each one is to finish in as few strokes as possible relative to that number, and your total score across all 9 holes is what you're really trying to beat.
Aim and shot selection matter more than raw power. Most strokes are lost to hazards (sand, water) or bad angles off bumpers and walls rather than simply not hitting the ball hard enough, so reading the hole before you shoot pays off more than a strong pull-back.