USS Deep Explorer by Bismark
A team of explorers enter into an Unknown Submarine Station ; it is the “brave team of USS Deep Explorer”.
The player controls a robot helping explorers.
Over the time, your robot discover and open new rooms.
Each new room make be lowering some critical resources, but contains also some machines sometimes useful to adjust survival systems, sometimes only bad to that explorers survive !
The goal of your robot (and thus, also for the player) is maintain alive all explorers.
The explorers' team try to find and activate an artifact, and when it is done, they must quit the station.
With its robot, the player can : * unlock door * switch on/off some machines * find and activate the artifact * return to main entrance to quit this submarine station
More informations available into readme.txt file.
I hope you have fun to play this game.

Ratings
| Overall | 991th | 2.94⭐ | 27🧑⚖️ |
| Fun | 1075th | 2.52⭐ | 27🧑⚖️ |
| Innovation | 794th | 2.917⭐ | 26🧑⚖️ |
| Theme | 1002th | 2.771⭐ | 26🧑⚖️ |
| Graphics | 896th | 2.875⭐ | 26🧑⚖️ |
| Humor | 960th | 1.789⭐ | 21🧑⚖️ |
| Mood | 815th | 2.955⭐ | 24🧑⚖️ |
| Given | 30🗳️ | 23🗨️ |
In state, it's "just" a prototype, because due to lack of "polishs" and selectable options.
I should continue this project.
You can switch off some machines to reduce their unwanted production or their unwanted consumption.
But explorers can't be "switched off" : they always need O2 and produces CO2 !
Also, more you discover new rooms in the station to find the artifact, more explorers enter into it !
PS : sorry, i found a bug, and i shall fix it as soon as possible : if you discover a room in which a machine is already switched on but you are no more energy, this machine doesn't switch off it self automaticly !
Added the HTML5 (WebGL) playing game in links.
I really want to continue its development.
With "returns" of player feelings and experiences, the durations of all actions must be quickly tweaked.
I think to go tweak the opening door times, thus.
Progress bar added during "long" action.
Also, some other minor updates about lighting, display of message texts.
But, due to the "short time" of Ludum Dare, i had to reduce the features developed, and the progress bar has become a visual simplification of interactions that the player must achieve in order to access new rooms or activate objects.
The gameplay has refocused on the exploration and choice between the discovery of new rooms to reach the artifact, activation/deactivation of machines ensuring the survival of the exploration team, and backtracks to change the state of machines already discovered.
The player must focus either on a balance of forces influencing the survival parameters, sometimes on a "race against time" to fulfill the purpose of the mission.
At @adsilcott, thank you for your comments, and great job with your team for the "Will of the Wisps" :-)