I found these in my applications folder recently, having forgotten i'd even installed them. The package must not have allowed installation in a location other than the Applications folder, because i normally reserve that for serious work software, installing games in a secondary Applications folder.
Since Neverball and Neverputt are packaged together, i'll save my full review until i've experimented more with Neverball.
It looks like i'm going to be the voice of dissent regarding NEVERPUTT. I like the concept and while not chock full of eye and ear candy, the UI is straight forward, has great clarity and is simple to use. No real complaints there.
That being said, i have pretty serious problems with BOTH the physics and hole designs. The ball collisions are too elastic and friction too slight.
As far as the level designs, i disagree with the claim that the beginning course has a smooth learning curve. In general holes have too many gaps, tricks, and overly steep ramps.
That could potentially be good and all appears interesting enough, but when you put the boingy physics together with the traps and steep ramps, it adds up to annoyingly pedantic play requirements.
1 - A ramp simply rises to a higher platform. Given the physics a shot which seems to have enough power to make it up the ramp, will typically cause the ball to bounce at the base of the ramp instead of rolling up, greatly reducing it's speed so it doesn't make it. A harder hit will then get the ball to the top, but with enough of a bounce that unless the platform at the top is wide (a rare occurrence) the ball will retain enough bounce to fly off the world for a penalty stroke.
2 - Lots of platforms turns corners and ascend ramps. Because a ball will bounce off the base of a ramp, bouncing around a corner with enough speed to have any chance of ascending the ramp will bounce the ball off the world.