Endure The Unknown by Edvcel
An astronaut was sent out to explore a labyrinth planet, but crashed during landing. You have to help him make decisions so that he could survive, go deeper into the labyrinth, escape or even complete his mission.
You select what he does with number keys and get the results in your log as well as new choices. Your goal is to complete enough events in the "Mission" or the "Escape" event chain.



Panels
The game is divided into several panels:
Activity Log: Writes out the results of your actions.
Status: Shows the current energy, food and oxygen levels of the astronaut.
Your Choices: Shows what decisions are mapped to which keys.
Dice: When your choice has a percentage success rate you get a 100 sided dice roll in this tab. Remember: 80% means that 1-20 fails it.
Distance: This one shows the location of your camp, the astronaut and the max distance on a linear axis. Try to keep the difference small.
Progress: The one with a lot of '-' shows your progress with the event chains.
Choices
They use a shorthand (-1; -1; -1) to show what (energy, food, oxygen) you will lose or gain when attempting it.
When you explore you expend (-1; 0; -1) for every point between camp and max. If the distance grows too great pick up your camp and relocate it (keep in mind that events do not fire when the camp is not set up).
When exploring you will get a random event. Completing them usually gives you and increase in stats or progress. If nothing happens, you can always gather some food.
| Link | https://edvcel.itch.io/endure-the-unknown |
| Link | https://github.com/edvcel/endure-the-unknown-src |
| Original URL | https://ldjam.com/events/ludum-dare/48/endure-the-unknown |
Ratings
| Given | 0🗳️ | 0🗨️ |
You could tell that lots of effort was put into the system of panels, on the subject, this project was really refined. lots of text adventures tend to set up a dodgy combat system, which can suck up so much development time, and just ends up confusing for the player.
This game however, knew it's aim and perfected the features it did have. nicely balanced, interesting, and really goes with the theme.
The only tip i can think of atm is the way you present your game: you have screenshots, which is great, but the title page should make people interested, instead of scaring them off with a wall of text and rules. Most likely, they won't read it, or will just try out the tutorial (which btw, explains everything just fine.)
Great job edvcel!