Carpathian Goodbye by FireSlash 2025-04-17T03:38:47Z
Like ambience, art and anim of player controller with sound gives good impact, but there is too few resources and they spawn too rarely, that i've never earned more then one for run.
Foon → Ludum Dare Explorer → Users → oeueGHa
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Ultimate war of kittens against boars terrorists | jam | 850 | 1.95 | 1.72 | 2.27 | 2.02 | 2.61 | 2.38 | |||
| 2025 | 58 | Collector | Monies Beater | compo | 206 | 2.63 | 2.52 | 2.33 | 2.97 | 3.22 | 2.63 | 3.63 | 3.02 | |
| 2025 | 57 | Depths | Above 30,000 meters | extra |
Like ambience, art and anim of player controller with sound gives good impact, but there is too few resources and they spawn too rarely, that i've never earned more then one for run.
I like ur art.
Gud game obj, like it simplicity and solid style.
Great idea, but i don't like that u need to wait until it finished. I'd make sonar to work by holding a button, as long as u need.
Unusual visual style like it, but some parts in maze were too long.
I don't like that u need to check a cutscene for to move toward.
Good art style and sound design and i like gameplay realization.
Not bad, like variations of spells. But player controller's speed is too slow and it is corrupting all experience.
Like simplicity of art assets, but player controller feels some cranky.
Nice alien shooter-like demo and like audio, but there is no sound settings.
Gud looks and sound, but the player controller has some withdraws. First of all, cuz "ice-like sliding" ur char goes further, that u wanted, and it is disturbing. Secondly, i'd recommend u to make a borderline for limits of player's movement little closer to middle screen, due to that the char can go before edge of screen, and u cannot see future obstacles.
Like art, but evasioning unit looks useless
I don't really get it (with all efforts) how to beat it. But i like the idea.
One of the most innovative gameplay on the jam!
Sorry, i too lazy to download roblox. But i appreciate that u made it.
Not bad, but i long enough haven't understood what u need to do with items and earn money - UI don't have quite indication about that. After day has started, i've been feeling a lack of speed time. And u have bug - if you take items in quest's finishing menu, close it, but not press end quest's button, and open this menu again - items will duplicate. Gud luck.
Like this concept, feels gud.
Glad that someone made a shoot'em up here. But i've have problem that debris from your bullets take a lot of place on the screen, and projectiles of enemies become hardly visible.67867867867.PNG
Neat art, but input works strange, i can't fly up or down at any moment, and additionally, i had cases when bird have been dying before landings on the jaws.
Beautiful cover, but gameplay is senseless - you pick treasures to buy oxygen and use oxygen to pick treasures.
Interesting topic disclosure and technical implementation. Graphics's looks is amazing!
I've not seen nothing like this on LD57. Interesting realization of highscoring here. Gud job!
It's magnificent and so masterly realized concept, especially sounds, very gud!
Add a tutorial, the game works strange after adding few houses.
Like realization of diving. But, unfortunately, sounds of steps don't work accurately in a web (sounds like a noise).
Gud art style, but i can't pick items in web ver.
Genious idea! I just didn't like a balance in mid game, and a bit too long final. But, except that - great job!
Like impact from inputs.
Nice feeling from impact, but i don't understand, why when your score 1k+ do platforms become more durable? I can't explain it well, but it really feels strange...
Like the art style and puzzles not bad, but i'd like better tutorial and restart button. Gud job!
Like how u used theme and combine it with noise's map! But, i'd like to see wrecks of lost ships on the minimap76767676767676767.PNG
Liked background audio and sounds at all, but interactions with orb are strange, i can't stay too close to extract it, and i've absolutely not understood how collect resources and take upgrades.
Like the atmosphere of suffering there, but i can't name it a game, it is just a video file, where u need to hold a button.
really like it, unsual way to jam's theme. Remind me baba is you some. It has great potential for full game!
Nice, but same challenges for each lvl is lame
It is silly simple, but very addictive and fun. Gud job!
Good concept!
I'm too low skill for ur game, but it still gud.);
textures looks really good, but gameplay too repetative and mechanics of cooking work strange.
Gives you experiences of true submarine, inspite of being the arcade-like game. Fine gameplay and sounds, but i don't really like that u use mixing of pixel-art and low-detail styles. I believe it looks better, if you use one solid style. Anyway, except style choice, nice job!
From what angle of ur wicked mind did come idea of collection all stars for 1 try?
Good jumping segments, and like final puzzle. But i didn't get idea of pickable boxes everywhere, they were bothering me a little. Why did you add its? By the way, here is a bug in the room with duck in a middle, when you're staying up on stairs and rotating the room, player dives under texture. Nice to see other russians devs here!
Really like it and see a potential, but i've seen bugs when ants had disappeared right in front of the tongue. But biggest problem is uncomplished end game, when you need to pixel-hant ant by ant to upgrage (i dropped cuz of it). And about upgrades - i don't like a turn speed uprage, it looks less effective in comparison with a move speed upgrade. I'd offer you to add the length and width speed ups - it is less realistic, but more playable, i believe.
Very simple, very gud.
Я так понимаю, что клавиша Z для управления была выбрана не просто так... -_-
like impact & art. But i don't understand idea of bomb obj - u can just do not pick up it at all. For what are they there?
Pixel art is great, and art design itself. But minigames are not very intuitive.
Feels gud, but i didn't realize how checkpoint have to work.
Like the whole feel from your game, great job!
I just don't get it. What do you have to do to avoid damage? You can only jump and reflect projectiles with your shield, but jumping can effectively dodge lower obstacles, and the shield takes damage if you reflect a projectile with it.
@oeuegha Sorry for confusing, i've replayed now and realize that it is timer in up right corner (timer is simultaneously reducing when fireball is hitting a car and i thought it was car's hp).
Animations there are incredible, and like camera's approximation when u are afk, but i didn't get why didn't u add a checkpoint func to bonfire? Camera don't work quite well, cuz in jumping's segments u can't see where u need to jump. And i've found few bugs, first - if u kill goblin in a air, then his sprite will go out of bounds, second - once when i've been killing a goblin his sound were playing several times simultaneously. Gud luck!
Had issue with grabbig torches and a totem, trigger don't work accurately.
@chuckiee it issue was exactly in win version, (unfortunately for you)))).
I know that it was planned, but, anyway, i hate this stretch-joked backtrack-exploting dung. But background visual is not bad.
Surprisingly, for that type of games, controller of that one feels very good.
Player controller has gud impact, like it along with level design, which creates intreseting obstacles events.
I like it, but wall jumping it's not very intuitive
Would like to more detailed description about rules. I didn't really get why in some cases you can't attack.
Cool art style, and game design has deep potential. But i'd recommend to change sprites of hedgehog fish, cuz they aren't really visually readable. And, it is little detail, but very annoying - please, add repeat button input on keyboard's keys.
Funny, but i'd like to put weapons without turning down camera so strong and it'd cool if u could to kill several enemies my throwing a weapon. Nice job! P.S. forgot to say, you need to add mouse sensitivity settings!
Incredibly cool looking one and i like how enemy's behavior works there. Additionally, color scheme choice is really gud.
Without a negative, but i don't like it due to long and unintersting dialogs. If u throw away all instruments for interaction between u and user, except text - this text must worth it.
I like whole low-poly stylistics there but the game is too repetative without any development. I believe, making infinite loop progression was not the best idea for game with amount of content like that. Additionally, i noticed some bugs connected with player's controller: non-stoping walking forward after using shop, stucking player's model in the start (in the place in front of a shop), and few similiar bugs appeared after interacting with other surroundings). Gud luck!
I don't know, if it is my personal issue, but collision's output is strange
Neat, like idea with pop-upped windows.
@ty-victorson thank you!!! I glad that you've had joyful experience!
@scrawach thank you, glad that you enjoyed!
@fireslash thank you for your efforts. Feedback of first QTE(blue one) is that you caught/didn't catch the tube and, in error case, you are seeing that a film of photocam is spending and nothing happens. Feedback of second is that you are seeing like fingers are breaking in error case and you grab a parachute in success.
@verttixpertti the point is that you need to make a flash by photocam and then to click on qte. After that you need to click on second qte at the its time, while a hand is grabbing a tube.
@miroreflect huge thanks u for ur feedback, idk how did i forget about so obvious thing... >_<
@miroreflect i've added retry button! I'd like if u try again.
@dock-frankenstein thank you for such detailed feedback.
First of all, "catch" button in the start is a bug, and for now idk its reason.
How i've understood, u didn't know what u need to do in the game. So, sequence of events is the next: u make a flash with photocam, which is highlighting a tube and with "catch" qte's button u can grab it, then, on the tube, u have to be hurry to click on 2nd qte, if u don't - u need to try again/if u do - you'll collect a parachute and win.
About web ver. on ldjam's page. I thought it could be a problem with the jdjam's page and left it in a case - maybe it will be fixed in future.
About win ver. I've solved issue u described. Idk why, but if you download directly from ldjam's page the file it become marked as dangerous. So now, in my regret, only way is downloading from itch.
P.S. Have made some changes and for now virustotal is showing, that it is total safe.werfdesfwer.PNG
@chuckiee thank you for feedback. I used the 4.4 ver.
@static-leap-studios thank you for notification
@psychomonster thank you, glad that u found it is interesting!
Too long distances here, i'd like to have a sprint.
Gud art and step's sounds.
Good impact from inputs and nice art style.
Good puzzles, but i have a problem in a start - it's not very intuitive, that u need to press "up" or "down" for " puzzle stripe's of blocks" disappearing.
Like there few track, which are playing randomly after death and metroidvania's segment in nutshell is cool and art style is worthy. But i don't like that char is losing perks (dash, glide) after death, it is disrupting the flow.
Bad combination, i believe - procedural generation & punishment for mistakes which are requiring high accuracy, and, in case with procedural generation, luck yet. It is not the best solution.
@flinge It's not dead idea at all. If you want to develop this project further, I'd recommend u to see the Rogue Legacy 2 (it's not the genre like ur game, ofc, but there is some similar platformer's segments with gud solutions). Hope, it'll be some useful for u.
Like art style of main character, but i don't like asteroids spawn, after 100k point there is to much of them, so you cannot dodge them further.
Like a combination visial novel and point&click quest there. Art style is interesting, but requires some more polishing.
like visual, but player controller is annoying and a lot useless text.
Good combo of candy crush and rogue-lite and it has deep potential.
I won't repeat others about felling, collisions, etc. I'll just say that final boss fight suffers from the side of stylistic identity - it doesn't feel right, when you shoots in people of contemporary's setting and in the end there is sci-fi robot's eye. Gud luck.
Like the idea, but it'd be better if u can built route not only from up tile.
I don't want to hate it, but inputs almost don't work (only menu) On thrid days works only single option (right one) in a dialog.
Played in it cuz of art and cover - they look gud. But I don't like it, there is no gameplay, just few click menus, where you don't need to think about managing resources. In that type games you need to, at least, two type of characteristics for each unit, with their pros and cons. Unfortunately, there is no needs for a managment, cuz you don't have any limits, which let you optimize ur strategy, and there no strategy at all.
Looks and plays really good, but early game is so long. U really need to fix it, cuz game is excellent in all other aspects.
Looks not bad, but i don't like realization of controller, cuz i believe, that with this type of player's control you need to see obstacles in front&around of u, or u need to have other type of controller for more accurate maneuvers, or u need to have other gameplay mechanics to understand what is going on around of u.
Not bad concept and good art, but i'd want to more rope's puzzles.
Like graphics, but i believe choices in dialogs would work better than straight walking in corridor.
For now it is the best.
Not bad concept, but i'd like to see more parallel activites.
Ended all lvls, art is fantastic, love strong dynamics of the game!
Man, it's so cool and breathtaking shmup. I'd like to see full release of this thing. One problem i've found - that is collecting souls for killing by projectile (it's making the game too easy), if you only collect souls by absorbing wizards inside circle, a dynamics will be much butter, i believe. Good luck!
Tedious at the end, but fun, gud work!
Wow, the game in Blender is unique. Like its harsh and grotesque art style!
Have some fun. Nice sounds. Good job!
Good drag&drop system. But I believe there is too much walking.
Nice art work and music. I've found a bug, where you can use perks between fights by pushing "end turn" button.
It's not intuitive what the game is asking you to do.
Неплохой тавер дефенс, но было бы интереснее, если бы у игрока тоже было хп
It's fine, but UI for cards takes too many place, IMO
Looks like upgraded version of the game Multitask. I have a problem to understand what i need to do with mouse, but all other minigames are nice. Gud job!sadq3rtw4g3.png
Very decent work, maybe I'd like to see more challenge
@padla, спасибо за игру!
@yuriscat, no, only "meow meow" layer is made by me. But that's a idea, will try it in future updates. Thank you for playing!
@alex-de-la-cour, thank you for playing! Yes, I hadn't found a sound for the train that I needed on the Internet, so I was forced to improvise...
Найс арт. Мне не понравилось, что с 1ых траев забить босса нельзя тупа потому, что нет апгрейдов, и если нажать сразу на рестарт, не нажимая на апгрейды, то некст ран начнешь без них.
Nice.4567n546n7u6547un67.png
Become too repetitive after you understand what you need to do.
Artwork is incredible!
Great pacing and difficulty curve. Like the idea of keeping support units. But, if I understand correctly, random spawns of enemies that block the light of the lighthouse sometimes prevent you from killing enemies and you are left with a choice: to pass them or to hold out until the end of the night. And I'd like you to add a stage selection, first few tries i hadn't understand how to beat a wave 7 at all, stage select would be huge upgrade of QoL.Screenshot 2026-04-24 150800.png
Fine, but lacks a signal for when exactly the player should attack.
Not very intuitive, what you need to do to solve puzzles.