215775 score
very good game. Very polished. Just wish enemies couldn't spawn on the player.
Puzzler888
Recent community posts
I just received the legacy trinket and thought of that slay the spire mechanic too. It would really help this game yeah.
Please remove the reef event. It is just so annoying. If you don't want to remove it, maybe make it so you are guaranteed another event straight after to compensate slightly.
I have spent over 40 pieces of cargo and still can't get the angel on my side. Is this unlucky or is the chance just too low?
I understand the idea of perfecting the difficulty you already have. That makes sense.
When I design games, I try to optimise for fun over realistic and pure logistics. When I played the game I found the angel/devil fight super annoying because I lost a really good run. If the solution to the fight is what I think it is, then it is just too unlikely to win to be worth sacrificing that much cargo unless I'm in endless mode.
Being able to opt out of fights is rare, I agree but it doesn't help that I have no clue what I need to do to win. I like the skeleton fight because it gives you the option to fight, and you can see what you're up against. I mention a potential solution below.
When I talk about rigging the dice, I also see why you wouldn't like this idea. I mainly want the first dice roll and maybe the first battle to be rigged. I restarted too many games because I didn't roll higher than a 7 or encountered a *6* as my first enemy.
If you want to keep the mystery of the game, perhaps add a log book which could double as a statistics page. This would be where some information about certain events would be kept after you encounter them multiple times. Or you could do a *secret notes* type thing similar to stardew valley and finding notes that tell you certain loved gifts. Adding a log book allows some information to be retained over different playthroughs and acts as a trophy collection or a secondary objective for players.
I really enjoy discussing game design, if you want to go more in depth.
Great game.
What I enjoyed
Varied events.
Varied companions.
Some lore but not critical to the gameplay.
Good use of puzzles.
Generally balanced gameplay unless unlucky with some encounters.
Good music.
Great and simple art style.
Critical feedback
I feel like it doesn't explain enough to the player.
What do the demon and angel want and why can't I exit their battles mid fight. The navigation seems too vague. What do these special symbols do? The game explains spice and plated cargo and that's about it.
You have to read the description of the game to even understand the plot.
Explain why my turn was skipped and unlucky 13 procced.
Please add difficulties.
Please make the starting roll to be 7+ minimum.
Please add more player agency. I lose too often to bad luck instead of poor planning. Rig the dice ever so slightly to roll better instead of worse. People take success fleetingly but loss hits harder.
I have had to read the comments to understand many of the confusing mechanics.
There are a few too many useless or negative events.
Conclusion
I look forward to seeing how this game changes with the upcoming updates and hope to make the game easier to understand and add some more player agency and QoL features
Invitation to people to speed run this game. Link to WR runs
--> https://www.speedrun.com/Beecarbonize
Great Game
(I was playing on the web version)
Thoughts
Apart from Golem spam, the other builds are very balanced. I really enjoy the differences between the weapons that make the types all eel very unique.
The simple and intuitive combat style is quite enjoyable which makes it easy to learn. Once you do understand it, the gameplay can be quite fast and enjoyable.
Multiple times through my playthroughs (6 times; golems, bows, swords, clubs, daggers and burning) I thought a few cards were useless or too good but found out they balanced quite nicely.
Personal Issues
- Sacrifice Alters gave a random card including starter level cards.
- Apart from sacrifice alters, there is no way to destroy cards (some games allow card destruction in the shop for a fee)
- Blight doesn't seem to have much effect, especially in the late game.
Due to a lack of deck manipulation, scaling cards such as 'Angry sword' get worse as the game goes on and I believe it is meant to be a boss reward card.
Other thoughts
Art was good and consistent, and playing around with the coins on screen was a fun addition.
Apart from the increased amount of health, I didn't see any visual indicators for a boss/elite enemy.
There is no music during play, only on the main menu.
I haven't been able to get wands to work. I always pivoted out into something else. (Maybe there are too few wands.)
Conclusion
Well done and keep it up, lots of potential here and I can see you are working hard on the game.
9.3/10 Game
I wish the game had a continue option when you built the final card. Never-the-less, I loved this game. I spent 500 rounds just unlocking all the cards and then went back to unlock the Completion Cards. It really suits my min-max completionist way of playing games
Not the Minimum, but I think I saved the planet.
I love how everything in this game is used. Not a single block isn't used. Not a single walkable tile is misplaced. And knowing there is no redundancy actually made planning a route slightly easier and using this knowledge was a great feeling. That knowledge led to the rather simple discovery of the Holy Grail ending which was well implemented.
The difficulty of this game comes not from the single screen puzzles but how each screen interacts and the further you progress into the game the further apart the screens that interact with each other are. The simple art allows you to focus on puzzle though I don't think better graphics would go astray.
This is truly a brilliantly made game that doesn't complicate too many mechanics. I highly recommend this puzzle game to anyone who can likes to think outside the box.


