SpeleoloGraph by Bismark
In this game, you guide a speleologist (aka spelunker) on his long descent into the depths of the earth.
You'll need to manage your stamina as best you can to discover the wonders hidden within these tunnels.
Each exploration can earn you points, which can be invested in purchasing consumables, upgrading your equipment, or even unlocking new spelunkers.

This game has been created from scratch with Unity, in solo, during 72 hours.
Enjoy the game.
| Windows 64 bits | https://eice.be/ld57/SpeleoloGraph.LD57.zip |
| HTML5 | https://eice.be/ld57/ |
| Original URL | https://ldjam.com/events/ludum-dare/57/speleolograph |
Ratings
| Overall | 819th | 2.81⭐ | 31🧑⚖️ |
| Fun | 869th | 2.107⭐ | 30🧑⚖️ |
| Innovation | 631th | 2.948⭐ | 31🧑⚖️ |
| Theme | 405th | 3.741⭐ | 31🧑⚖️ |
| Graphics | 709th | 2.926⭐ | 29🧑⚖️ |
| Humor | 699th | 1.795⭐ | 24🧑⚖️ |
| Mood | 844th | 2.48⭐ | 27🧑⚖️ |
| Given | 16🗳️ | 38🗨️ |
Too little gameplay i think?
All I realized is that I press forward and sometimes I can stop to fill up some stamina.
I unfortunately didn't understand anything else, neither what the point is nor how to play.
need sth time to understand the slope limits the actions you can do. after that it provide kinds of fun.
and some times after i stop and eat, no actions are allowed to do, not sure if it's a bug
I think I could've done with a bit more hinting on the UI about what levels of slope I could eat and rest on, but I managed to figure it out well enough in the end!
Spoiler ;-)
* using rope needs a slope >= 45°
* eating needs a slope <= 30°
* activating rest (saving discovery points and returning to menu) needs a slope <= 5°
* for example, unlock all upgrades and unlocks
* aiming to reach a certain number of discovery points in one run
* aiming to reach a certain depth
* etc.
* One took a little interest in it to please me, but I don't think he'll want to play it again.
* The other stopped playing Path of Exile 2 to play it for over an hour and a half.
Rest doesn't seem to do anything, probably i didn't get to the stage where it can be used.
I definitely spent a while poking around before realizing... oh, there’s a manual. Should’ve read that first =)
Adding some music would help as well.
Really cool idea, and great execution overall. Nice work!
I think my main criticism that should have been within the budget was to improve the presentation of information, explanation of some key mechanics (more slope = more drain), etc, considering there was already a giant wall of text anyway (itself a crit). Button feedbacks at least would've been great. Literally any sound would have done.
First up I think you have some really polished UI. I also did not uncover any bugs (at least that I know of), so it's clear you really polished what you released. The visuals, whilst simple, are clean.
The first menu is a lot of text. Now while I did read it to understand the game to the best of my abilities, I know many people will skim over it and you might loose them then and there (I've struggled watching live streamers do that for some of our games). You probably know this yourself, but I just wanted to mention a tutorial-style introduction to your mechanics would be very beneficial.
One thing I was severely missing in the game was some sort of *feedback*. Be it audio, visual, or otherwise, I was missing some sort of reaction to what is happening on screen. I pressed rope and was wondering if anything happened at all (it did decrease the stock). I was mashing the action buttons to see if anything would react (Be it a "you can't use that here"). You mentioned in the comments here the requirements for the actions. Why not attach that to the buttons in the game? A simple popup "The slope is too steep to rest here..." would have gone a long way. Perhaps you had this planned and ran out of time, which of course is something that can happen.
Audio in general would have been nice, even just small blips and bloops, but I get that when finishing the game it is of lower priority. But the UI seems very polished, so perhaps you can allocate a little of that time to add little effects or feedback for the player :)
In summary I think you had a nice idea of an iterative-exploration-game with an upgrade loop, and I think you have UI Design and general game loop design nailed, if you now add a little more feedback and immersion for the player in future games it will go even further beyond to the next level :)