The game bugged out for me on hole 17. Got the ball stuck in a place where it was basically embedded in the edge of the course and whichever way I shot, regardless of power, it would just bounce off the edge and get replaced in the same spot... frustrating to lose my whole game one hole short of the end. I think you need a "retry hole" option or something.
I quit after level 10 because the puzzles were too easy and I was getting bored. Why lock all the levels? Let those of us who are better at these things skip ahead... or divide them into several level sets, so people can start on Hard, or whatever.
@CaptC: That's a last-minute bug. Player name was remembered once upon a time, but I think I broke it when implementing the sponsor's APIs. I'll fix it tonight.
(AUTHOR COMMENT): Interesting. I didn't anticipate that people would want a "continue" feature... it really isn't that kind of game. I think it would get much more boring if you could continue indefinitely, as there isn't a plot progression to work through; it'd be like playing Tetris if the screen just got cleared every time you got to the top and you could keep going. There's no end to it; you just keep going until you die, and you try to get the highest score possible. I'm an old fart (31 now), so I'm nostalgic for the old days of games that were about high scores, rather than about completion.
@air139: As I said in the description, the basic mechanic is from "Robots" which is one of the oldest computer games there is; look it up on Wikipedia. I'm sure there are lots of open source versions. However, Oliver adds a lot to that game; the original would be like Oliver on Simple mode, but with unlimited teleports, no rewards for rapid completion, etc., and no Disintegrate.
Excellent mastery-oriented gaming. Good, responsible addiction factor - I keep coming back, but only spend 15 minutes or so playing each time, not hours and hours... so it's good for a little break, but doesn't eat up my day.
Re: the AI, I opted to give them "personalities," rather than having them play as well as I could manage. Each has an Aggression and Guts value, both on a scale from 1-10. This randomness means that some will play very badly... e.g. high Aggression, low Guts will tend to reroll often when the pot is small, then chicken out when it gets big, which isn't good.
You guys are right. There's something bugging out with the game - I suspect it has to do with the Kongregate stats API. It worked fine on my computer but now something's going haywire.