Podvodsk
A game about building an underwater city
- Drag & drop building schematics in the top right corner to build them, each schematic costing different number of points
- Collect profits from well-placed building effects to continue your dive
- Try to get as deep as possible!
- ### All code, art, animations, music and sounds made during the Ludum Dare #57
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- ### TAB - switch language: English\Russian
- ### Esc - give up \ end screen
- ### F2 - Fullscreen \ Window mode
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Hello, Ludum!
This is our 16th ludum dare entry, whole 5 years since the last one!
And big thanks to Kartonny for joining us and helping with the additional code
#### Four Quarters team. https://twitter.com/_FQteam
#### Kartonny. https://x.com/kartonnnyi
#### Our previous LudumDare games (including old LD site entries) - https://fourquarters.itch.io/
- #### Thanks, Four Quarters team.
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15.04.25 update for itch.io web-version:
https://fourquarters.itch.io/podvodsk
- "Bunker" and "Business center" card reworked for ballance
- new backgrounds and graphics
- additional main music theme and new sounds
- reworked cards animations
- improved the display of information during card places
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11.04.25 update
we're continuing to work on the post-jam version, what we've already added::
- post-jam web-version
- water shader, F1 - on\off
- new control option: mouse wheel up\down for select building cards
- animation for building cards
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Genres: puzzle





Comments34
who knows haha
My only feedback is that I think the difficulty could have scaled faster, but for a jam entry I really don't hold that as a negative.
The presentation is absolutely amazing all around. The audio felt calming and the pixel art was absolutely beautiful. The UI and the various types of buildings, pathways, ground tiles etc. all stood out pretty well and were immediately discernable
While I like the overall idea and how you guys went about it, I think it's a little too dependant on randomness. Probably just a skill issue, but I ended up in a bunch of situations where I was definitely screwed no matter what. That said, needing to adapt on the fly and plan for later moves still managed to be fun.
I'm not really sure what the mouse icons at the top right actually meant though. Mostly because they looked like they were referring to some action with the right mouse button. ( imo )
All that said, this was a very polished entry with some great concepts that you guys executed pretty damn well. Kudos to the entire team
one bug I noticed, when you switch using the scroll wheel between two buildings, if one of them has a bonus and the shape is similar, switching does not clear the bonus tile visuals - only upon moving around
Only thing I could suggest is maybe a preview of upcoming cards or the ability to store one card.
But yeah, amazing visuals, game design, audio, as expected by professionals such as yourselves.
Would be an honor if you could check out ours and give some feedback :)
It's hard to find much to criticise, but maybe it could do with a little more feedback when losing?
On my first try, I was a little confused as to why I lost; although I quickly understood during my second attempt.
Maybe it'd help if it highlighted that your points are lower than the cost of your playable cards, before fading to the retry menu?
The improvement you did in the post jam version really improve the game. BUT that's an issue for me. That's over the line of fair play, as most players will just launch the html version without noticing the updates. As it's just a fun event, it's not the worst thing in the world...just, doing things in the time limit is the point of the event, so it's not cool to not respect it imo.
Very pretty, both in graphics and music. The music in particular had rather different-sounding sections, which was interesting.
The gameplay itself is pretty intuitive, though for some buildings I must say the text explanation wasn't quite perfect, I really had to see what the effect was like when I placed the buildings down; but that's of course no biggie, there were not too many types of buildings and taking a run or two to get familiar with the rules is to be expected. The core mechanic reminded me a bit of the scoring systems found in some board games, in particular Sprawlopolis. :)
After losing a run, I wish rather than the "end screen" I could see my city! The camera could do a pan over the full run. It would also be nice to show a visual indication of the max depth reached in a previous run + the score, to have a bit of a goal to work towards with successive runs. I don't know how I feel about the "rank" given to the score. I guess it's cute, but without context it's a bit hard to tell which one is "good" and how much further I could improve!
Вроде бы выглядит всё так просто, а затягивает очень сильно! Хочется играть в эту игру ещё и ещё!!!
Идея потрясающая, а с Арта игры у меня вообще отпала челюсть :О
И вы даже сделали перевод на русском! НА РУССКОМ КАРЛ!!!
Ну вы просто легенды!
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ENG: The best game I've ever played in Ludum!!!
It seems so simple, but it's so addictive! I want to play this game again and again!!!
The idea is amazing, and the Art of the game made my jaw drop :O
And you even made a translation into Russian! IN RUSSIAN KARL!!!
You are simply legends!
P.S. Nobody forbids you to play both versions ;)