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(1 edit) (+2)

This was fun! I beat the game after 5 tries with the bio approach, took 99.8 turns

It was not clear to me that cards can be moved out of the area. Once I got that, I could get rid of the heavy pollution and won pretty quickly.

Also took me a while to understand why I get the "starving people" card. It's obvious now, but somehow I didn't understand that "You didn't have enough pink currency so people are starving" relates to the specific point in time when the people area generates a point.

Good work! Thanks for putting this online!

(+1)

Thank you so much, the pleasure is ours with players like you :)

(+1)

DIOS. MIO. literalmente, uno de los mejores juegos que he probado en esta página, el detalle que este en varios idiomas lo hace ver mil veces más atractivo para todos. Un juego perfecto, gracias por crearlo

:) THANK YOU SO MUCH TOO :)

(2 edits) (+1)

I wish the game would somehow visually indicate which upgrades you've never bought before. I feel like it would make it easier to unlock 100% of the entries in the beecarbopedia.

I found out this information is availible in the encyclopedia, you just have to look at each card description to see what they turn into. Somehow I'm still missing one Nature card, though. Maybe it gets auto-built when you fail an event, or something? I googled it. Apparently I got good at the game too quickly. I needed to let pollution pile up until I get a specific event, then succeed at that event. 

I'll just play a round and keep 20th century Industry around for a while.

(4 edits) (+3)

I’ve quintuple checked & one nature card is indeed missing even going through all of the entries trying to find something that upgrades/is replaced by “???” turned no results; most likely it’s just a bug or a card forgotten to be implimented - or maybe a card that you can only get through those disaster events & is super rare?

e: looking @ the tech tree it seems it was the last option, a card obtained only through 2 disaster events tech tree, made by user wondible

e2: yep, managed to get it by making a bunch of ‘massive mining’ cards (fossil power branch)

Glad you managed to ehm mine the last card :) Thanks for playing.

(+3)

Game is suprisingly easy, whene you though away the normal "20th century industry" and replace it with nucular energy, what is super realistic

(6 edits) (+1)

You think you've seen easy.

My go-to start is to throw down Renewables, Science Funding, wait for People to tick once, and then fast-track Home Wind Farms. Random Events usually stop me from building it optimally, though, forcing me to buy into Societal Change. But if I can get one Home Wind Farm up and running with no more than one People card on the board, I can then throw 20th Century Industry in the garbage right at the start with zero repercussions. 

(I might have to grab one or two Ecosystem or Science cards before this, just to stave off the first Tipping Point. Again, a lot of this depends on Random Events.)

From there, it's a brief but slow crawl towards the Big Three cards that are the backbone of my economy: Biodiversity Credits, 30 By 30, and Greening Deserts.At any given point, I'm saving up for whichever of these three is the cheapest, while also buying up one of each of the +1 People cards, so I can boostrap into Carbon Negative, to fund more Industry and Ecosystem cards. 

A mature economy starts to run out of growth potential due to diminishing returns around three Carbon Negatives and 3 or so of each of the Big Three. Industry and Ecosystem both both provide industry tokens, for some reason, and tick roughly once every 10 seconds.People ticks at roughly the same rate. There's a huge surplus of Industry tokens, I'm producing negative hundreds of pollution per turn, and if I did it right, I only hit 0-2 tipping points before going negative emissions (through gameplay, I mean,not the card with that name.) 

At some point, I probably bought some extra science incubators whenever the science tokens were coming in too slowly, but I never need more than Science Funding and maybe Emissions Cleaning to get my economy off the ground. When diminishing returns start to get really bad, I'll supplement the Big 3 with whatever almost-as-good cards I can afford. Solar Subsidies, Decentralized Power Gird, Sustainable Transport 2, whatever's convenient. You might have to discard freebies the game throws at you in order to make room.

Just for fun, when I start to run out of room, I inevitably sell the windmill that's literally the only power plant on the entire planet, in order to make room for more Biodiversity Credits and Solar Subsidies. (Never any actual solar panels, though. At 1 Industry Token : 1 Pollution, those things are basically fool's gold.)

In conclusion, we are not the same.😂

Edit: I just noticed that Sustainable Transport 2 is actually pretty good mid-game before I go all-in on my first Carbon Negative. That's one of the things I like about this game. The more I play it, the more optimizations I notice in my strategy. Always be on the lookout for +2s you can make using different resources than the current bottleneck. They can speed things up significantly!

Thanks for the thorough reverse engineering :)

(1 edit) (+1)

No problem. :) Honestly, I enjoy the game this way. Refrain from fixing it for long enough, and you might even get a Spiffing Brit or Let's Game It Out video out of it! :P

(+2)

Great. 100 recommend, think I'll go check out your other games after my exams!

I did find science kinda OP :D. My goto strat in hardcore was to focus solely on science at the start, getting things that reduce its cooldown in combination with several of the carbon-capture cards. Once you get the sci cooldown low enough it becomes quite possible to mitigate most of the +20 emission from 20th century industry. Amusingly, the key is also not to build any energy generating cards in the beginning (since they will decrease cooldown of the red sector and lead to more frequent emissions).

100 much obliged for your review! Cool :) Hope you did your exams successfuly!

also funny as my own attempts always tend to doing people sector the most and winning through that and ecology.

(1 edit) (+2)

It took me a while to figure out how to beat it. I was a bit surprised when removing all the polution didn't work and started panicking when running negative emissions also didn't work. I got there in the end, though. I think I had three victory conditions under construction at the time? Hard to say, since I haven't found them all yet. Overall, great game. Obtuse and stressful at times, but I suspect that was kinda the point.

(+1)

there's 6 win condition cards, 1 for every department + 2 hidden in the random card generators

Thanks so much for the nice review, yeah, it is very intentional in "trial-and-error" approach.

(+4)

Can you make a native Linux version?

(1 edit)

We’re sorry with the amount of funding this project had it is not feasible for us to do it, sorry. Thanks for your interest, though.

Deleted 14 days ago

:D I guess... glad to hear it?)))

(+3)

Yes it was absolutely necessary to genetically modify all the babies.

😈😈

tried to do a special challenge where i keep both 20th century industry and fossil powers and that didn't work

mass escape to poles cost 20 science and i had none. it also had a very short timer, which is something that people starving should have

(+1)

I think it is a good game.

We think we like your comment!

(+1)

cool dude . nice game

we are both dudes and gals, so :) But thanks, of course!

ha no prop 

(+2)

Really enjoyed playing this game, a great card game with some good depth behind it, especially on hardcore mode! Kudos to the developers, all the best to you!

Message-wise, it's a really apolitical and rose-tinted view on the impeding catastrophe, where carbon credits can somehow fix the fact that our entire economic system relies on destroying the environment for short-term gain and 90% of what is shown here in the game will never be allowed to happen by our current capitalist governments. What we need is revolutionary change, not carbon tax credits.

However, this game provides a hopeful, albeit unrealistic future that mankind can go towards, and isn't that the most important thing a game like this can do? Because hey, if you portray the realities of our climate situation, you'll just get gamers to "First Reformed" themselves :( 

If you liked this game, try out Green New Deal Simulator! Same underlying problems with the game's politics, but if you liked this game, you'll like this one too!

https://molleindustria.itch.io/green-new-deal-simulator

(+1)

Thanks for your review, happy you enjoyed it and I wholeheartedly agree with the Green Deal Sim recommendation :) The political outlook of Beecarbonize was made to suit its use in schools as a conversation starter and also to be as broadly accessible as possible. Showing the toolikit that is there to fight the climate crisis, not necesarilly reflect any clear political message. A catch-all approach.

(+3)

I like how if you just never touch the money making part, the game just become 80 time easier.

renewables + nuclear energy is fine, although you will reach the 4th tipping point

now fossil power is basically begging for death and getting fucked by all the negative events leaving basically no cash for bailing out with private geoengineering or radical clima deals

(+2)

very good, had my first good ending on my third run

wow thats fast! Thanks for the nice words, too :)

(+2)

Starvation should be a much more significant penalty.  Out-breeding starvation to keep people happy and the economy humming should probably neither work nor be the optimal strategy.


That said, game is sufficiently fun and not horribly broken, making it much better than most games I've seen in this genre. It's funny that you can basically win at any point if you're willing to throw away 20th century industry and either are okay with the world becoming a entropy-defying cannibalistic hellscape or have an okay industrial base of any kind. It does take a long, long time, though, without those sweet resources.

(+2)

Have you played Hardcore Mode? Leaving the old industry automatically leads to world poverty and you have to either counter that or desperately run for more resources, which brings you back where you started

I thought it was not available yet, but it appears it unlocks when normal is beat!  That mode fixes a lot of the problems I had, and also it seems that emissions although graphically produced only at the end of a cycle are actually produced along the way in some sense, which is good because otherwise the juggling I'd been doing putting industry out of the field and then back in again would let you get all the benefits at none of the cost.


You can still just toss industry to win, though, basically, although you need to wait a bit to gain enough resource production to handle the worse and more frequent events now. You just leave it out of the zone and then bring it back in briefly whenever it is about to be destroyed.

(+1)

Turns out it tracks time outside of play sometimes (but not other times) and I just didn't notice.  Anyhow, Hardcore is very fun, and you aren't incentivized to be evil to win faster, so that's good :)

Thanks for this discussion and I am happy you like the HC mode :)

(+2)

DIOS MIO, ES DE LOS MEJORES JUEGOS DE CARTAS QUE HE JUGADOOO, realmente estoy sorprendido, jamás esperé tener una experiencia tan divertida después de terminar Slay of Spire, se nota que este juego está hecho con amor, felicidades 

Oh my, thanks so much, it means a lot to us you feel like this, especially the love part. And we love the Slay the Spire too, so I guess it shows!

(+4)

I like how if you just never touch the money making part, the game just become 100 time easier.

(+1)

There is a bug when you first start the game. If you pause during the tutorial, it gets all messed up. After I got past that the game was really fun and I recommend.

Ah, we somewhat missed that thanks for letting us know! And glad you like it :)

(+2)(-9)

Fun, but far too negative in its outlook.  Good climate education focuses on positive outcomes, not doom and gloom.

(2 edits) (+6)

this game is easily winnable...

a game where you use social change to achieve degrowth and shun capitalism while becoming harmonious with nature being the win condition, that's like, all doom and gloom?

(+3)

Took me a few tries to realize that with sufficient Ecosystems...







You can ditch 20th Century Industry, at least after you get

(+1)

If you think that a colorful and easy to win game is all doom & gloom... wait till you see the real world.

(+1)(-1)

A real education game that can teach player the important of ecosystem while developing industry.

Thank you, happy you feel that way :

it bit better then other card. if you know what mean by tha

Show post...

this soo fun

Thanks ⭐️

Show post...

likes playing

We’re happy you do!

(1 edit) (+2)(-1)

how will the Steam version be different? You're ironing out bugs/balance or...? I feel like waiting for the Steam release to check out the update

(+2)(-1)

Thanks for the interest! The update is live on itch as well, but Steam in addition includes achievements and leaderboards. So check it out, now hopefully releasing on wednesday - had some tech issues. If you are so in for trying it though, message me and we can work our advance access :)

(+5)(-1)

Really enjoy the game. One thing I wish the game did a better job with is showing the Event impact that any card has. I realize that's pretty overwhelming initially, so maybe it's a setting to show extra details about the card, which is turned off by default? I'd like to see the +/- for various events, to avoid needing to go look in the encyclopedia each time I forget what a card's effects are. 

(+1)(-2)

dotaz: jsou v možnostech hry (a to kdekoliv) zohledněny možnosti a vlivy pěstování technického konopí a jeho ekologické dopady a technologické využití?? Například nahrazení ropy, těžby dřeva, spotřeby 22t CO2 /  Ha a podobně? Díky za odpověď. Daniel

(+1)(-1)

Pěstování konopí jsme úplně neřešili, i když to je zajímavá pointa a předám ji dál. Díky!

(+1)(-2)

this game is really fun, but hardcore isn't that hard for me. please add a difficulty that is even harder than hardcore. also a custom difficulty would be fun where the price of the cards and other things could be customized by the player for a game. also on mobile, when i press the leaderboards or the achievements button, nothing happens

(+1)(-1)

Hi David, if hardcore is easy for you, respect! For the mobile issue, please try to enable automatic sign-in, in the Google Play Games app and reinstalling the game. We're going to fix this in the upcoming update hopefully.

(-1)

Hardcore mode seems a bit luck based because of the bombardment of events. A lot of the time, I tend to lose because I can't pay off events that cost the same resource. 

(-1)

yeah it is a bit luck based. just make sure that you pay off the events first that cause more events. if you don't have enough resources, restart and focus on getting more resources. after that you can either remove the industry 20th century card or buy a lot of solar subsides and/or pollution regulation from transition from fossils. after that go carbon negative and choose a victory path

(-2)

hey uhh this may sound dumb but can i play this game on chrome 

(+1)(-1)

No, you have to download it

(-1)

there is an android version. I am not accustomed to chrome, but you can find it on the Google Play :)

(-1)

May I know what's the update content?

(1 edit) (+2)(-1)

Hi, it's a big one, it contains 

◦ New cards ◦ New paths to victory ◦ New hardcore mode ◦ Better UI ◦ New illustrations 

and a lot of small changes and improvements. we hope we addressed some of the feedback, like better late game and replayability options.

(9 edits) (-1)

I like the new update content, to prevent spoiling anyone, I would say it's a good run on hardcore.

Suggestion: Escalation of local conflicts,

From "Local Conflict" to "Regional War", it destroys your infrastructure by chance.

"Regional War" is a looping event, everytime when the time limit of "Regional War" expires, it spawns disaster cards like war refugee, oil leakage, accidental missile strike, dam collapse, Agent Orange and etc.

Resolving regional war is ridiculously expensive, it only can be discounted from either solving "Peace negotiation" scenario in several encounters, or solving "War aid" scenario that forces player to build a "War industry" card.

Shutting down "War industry" card will cause economic crisis and mass protests.

Or selecting "Join war" scenario, that adds "Mobilization" card in people sector, that greatly reduces the progression speed of people sector. Also reduces the cost of resolving "Regional War".

I'm suggesting this because it feels a bit weird when players can resolve "Local Conflicts" with 3 economic points and 2 people points.

(2 edits) (-1)

Thanks for trying it out! sounds interesting, we wouldn't want the game to go too much towards a war simulation though, maybe a future update :)  By the way, if you want to compare your scores to other players, you can download the mobile version which features a leaderboard.


(+2)(-1)

Think I'm done messing around with graphs, so here they are. I pretty much always recommend exploring a game yourself first, but if anybody else is stuck on a missing card, this might be helpful.

Tech Tree

Event Chances

(-1)

Wow that is great work! Thanks for being that much into our game,. Would you mind if we shared the link (and perhaps used a screenshot for a picture?) on our Twitter etc, linking back to you? 

I love it! 
- Ondrej

(-1)

Please do (Twitter is @wondible, though I don't use it much)

(+1)(-1)

I can second most everything Zegzdyk said. I love little game simulations like this, and this one is overall very nicely done. I'm sure the game had a tight budget and you've made great use of it to create a solid experience. In the event you do get the chance to work on it more, here are some things I'd like to see more of.

1. Better access to information about events and event chances. Not much point in repeating Zegzdyk here, except perhaps a way to view current risks would be nice - it feels like a lot of cards mainly exist to counter a certain event, but unless you are getting that event repeatedly, I don't feel the need to create the solutions.

2. Challenges and variation. When I first saw the game, it was a stream of someone failing several attempts. I was expecting a game of trial and error, gradually clawing my way back from the edge after many failures. On my own second playthough, I found an easy-mode strategy that kind of removes all tension from the game. As an educational experience, this might be what you want. Although I think that strategy may be hard to sell in real life, and I'm not sure the game simulates that difficulty, other than being a slow start.

3. It is hard to keep track of all my options. Perhaps multiple gear icons for the number of available upgrades - this would help with the level 3 renewables for instance. Maybe a way to flag/pin a card you want to create, so you can tell when you have the resources to complete it.

4. Some more keyboard actions for things like speed control would be nice.

5. Option to pause when an event appears and/or is about to expire - I've missed a few while that area of the board was out of view.

A few very minor things:

1. Safer nuclear energy sometimes has arrows in the encyclopedia, but in game it sticks in my mind as one of the only cards with no resource icons. I think it may be copying the last arrow that appeared on another card.

2. Is "desinformation"/"desinfo" a misspelling of disinformation, or some specific form of it?

3. I think Industry 22th century should be "22nd".

4. Slight inconsistency in capitalization - "Carbon capture" vs "Carbon Storage". But I doubt most people will even notice.

(-1)

I knew I forgot something. "Desinformation campaign" appears twice on some card's encyclopedia entries. Maybe there are two variations of it?

(-1)

Another little typo: "Deep see fishing" should be "Deep sea fishing"

I also see some card names that while not strictly wrong, do feel awkward or confusing. I won't go into that unless you'd like me to though.

(-1)

Wow thank you really for this thorough feedback! I have already sent it to our devs who are just preparing a new update and this will also include challenges you talk about :) Adding replayability... and including new event cards too, hopefully making it fresh for you and also solving some of the issues you highlight.

Again, thanks, a lot of food for thought!

- Ondrej

(-1)

Which card names btw you mean? We can figure out what to do with those in the update!

(+1)(-1)

Lack of X - I think most of these would sound better as "X shortage"

Famine at equator - I think "Equatorial famine" would be a more typical way to put this.

Tragical harvest - "Tragical" feels a bit awkward. Not sure where this fits in the severity scale of harvest effects, "Tragic harvest" would be more typical keeping the same base words.

Coastal countries sinked - "sinked" seems awkward, "sunk" or "sunken" would be more proper. Flooded or drowned might also work, not sure what level of impact this is referring to.

Genetical utopia - I don't think I've heard Genetical before, "Genetic utopia" sounds more typical.

Environmental refusal - unsure if this means the environment is refusing to cooperate because it's so stressed, or people refusing to support environmental programs. I think based on similarity in event chances, it is the later. "Climate denial" or "Climate change denial" would be the nearest common term to what I think it means.

Clima apathy - I'm not familiar with this term, "Climate apathy" might sound more typical.

No arctic reflections - Somehow feels awkward to me, but I don't know of a better term to concisely describe the idea. Something like "Arctic reflections disappear" may sound more like an event, but it's a bit longer, and perhaps doesn't convey the severity as well.

Many of these are events, which have no accompanying description to help me understand what they mean. These two I'm especially unsure of.

- Draws and pools

- Monoculture prohibition

(-1)

Thanks for being so thorough, we are preparing an update and I sent this to our devs and we will take a detailed look at it :) Thanks!

(+2)(-1)

Got my first victory, here's some feedback:

1. I think the upgrade bonus info (+ to resources) should be visible when you click a card, not just in the encyclopedia. These can be quite significant. The + and - to events being just in encyclopedia is fine, as they are less impactful.

2. Disappointed that the events don't have their text descriptions, just a name. Would make a playthrough more interesting to have more details about what happens, and there's educational value not just in talking only about methods of fighting climate change, but also the dangers. I very strongly felt that was missing, it feels a bit too abstract without it. If you could also describe hypothetical methods of mitigation (i.e. what actually happens when I click the "mitigate" button) that would have been even better. 

3. While at it you could put the events in encyclopedia too. And list the cards that modify their chance on their page. 

4. And also might make them "cards to discover" so you could look forward to getting a new not-seen-before event... Ok that might be a bit antithetic to the game's message, as they're mostly disasters we'd like to avoid, but from the gameplay point of view it would be better... at least for me. And there are beneficial events too, like "fringe research" (actually, because they're beneficial, you could reverse colours for them in encyclopedia so '+' is in green, not red)

4. You could mention in the "help" menu that "time" value = the number of seconds until the bar fills. Wasted some time looking for that info at the beginning. And confused if higher was slower or faster. 

5. I'm still not sure what precisely a "round" means, seeing as each sector has a separate timer.

Otherwise it got quite fun, once I figured it out, after witnessing absolute apocalypse the first 3 times (hopefully the message isn't that there's no way to succeed in fighting climate change at first attempt, we only have one ;) .

(+2)(-1)

Had some more time on my hands today and finished all 5 victory conditions. I have some more thoughts.

1. A positive one - you seem to have solved both the issue of late-game bloat and paralysing amount of upkeep in Stacklands, as well as the issue of gameplay-stalling bottlenecks in Cultist Simulator. In other words, Beecarbonise maintains a steady pace throughout the whole playthrough and doesn't outstay its welcome. Congratulations! All three games brought something new to the table, I hope there'll be many more in this genre.

2. There's only one musical track. It's ok, but I quickly got tired of it, so I wanted to turn it off to play some of my own music but turns out there are no separate volume controls, just a global mute button! That's not ideal, I don't want to turn off sfx, all those pops and clicks are not only satisfying but provide gameplay information (like if event is about to end)!

3. So the way I understand, a "round" is a global unit of time that  also governs when random events spawn... why not display this global timer just like you do for each sector (seconds left till next round)?

4. It would have been nice to see resources-per-round count for each  of the three resources, not just for emissions. Would have been useful for balancing Money against People, and just in general fun to see.

Thank you for a wonderful experience.

(+1)(-1)

Thanks so much for the feedback and thorough play. The thing with being able to turn off the music is really good, also i will relay the rest to our dev team :) Thanks a bunch!

(+1)

There are six victory conditions now. I have only found five of them. Here is a hint to one you may be missing: Invest in the random card generation.

(+1)(-1)

Very fun game, found a pretty successful strategy, baring bad event rng
There is a minor visual bug in the cost circles, when things start costing like 25 stuff (eg: "get rng card" card) the first dash in the circle is longer than all the other dashes. 

(-1)

Thank you a lot I will relay this to our team!

(1 edit) (-1)

I've been playing the game since Friday on phone, almost nonstop, I discovered all 5 strategies of handling the crisis. However, there is one thing driving me crazy - encyclopedia says, that I still have one "People" card to discover but I cannot find another path to the new card. Is there something hidden in another sectors or could it be a bug?

(+1)(-1)

This should be fixed in the latest version. One card was previously unreachable.

(-1)

checked it out for a few minutes, and I've run into two curious things... 

first the People sector has only space for two cards horizontally even though visually it seems like 3? I can't manually place a card there in the rightmost position. It can land there if automatically generated but it gets destroyed.

Second, I had a card created by solving an event (Pollution Regulation) land under another card in the industry sector (Hydro Energy) and had to drag it out from under it to see it (if I didn't it's like I had one more space?). When I reloaded the game, the Hydro Energy card was gone...

(-1)

geothermal wells description is broken, it just reads "card_enc_entry/therma_drill"

(-1)

Thanks for the report! try the new version, this should be fixed

(+2)(-1)

Beecarbonize is a superb strategic card game that's built on the premise of resource management and several competing technology trees. There's no clear path to solution because everything's interlinked. Challenging and addictive!

(+1)(-1)

Much obliged for this comment! Thanks! The dynamic interwoven nature of all wa our goal!

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