A demanded spoiler

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- BOB (yes, that's the game's name, just BOB)

Hey guys! After some feedback all around, we've decided to list here the possible game endings, so that some of you may go after them, if you wish. As we'd have loved to create an achievement screen in-game, this is our workaround while LD play+rate time doesn't end. We're very excited about this little one and about all the receptive feedback everyone is giving, in and out LD. Maybe we keep working on this one even after the Jam.

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If anyone who didn't play yet would want to try it, BOB is right HERE!

But be aware that the rest of this post is SPOILER sensitive, okay?

[FRIENDLY SPOILER WARNING]

So, we'll post a more complete post mortem with our insights, tribulations, justifications, etc., but basically, if you already played the game, maybe you have noticed that it basically runs with 3 attributes, being one of them the visible Energy meter and two other hidden values, Hope and Chaos. This other two keep going up and down following the player's answers, sometimes both changes, sometimes only one, depending on the answer, but one of them always changes. Here is the endings list, as "achievements titles", and how to achieve them. Good luck!

BASIC ENDINGS - New Home - Survive until a certain number of turns. - Powerless - Just let energy run out.

MID-GAME ENDINGS - Spoiled Humans - Keep the Hope attribute at 100% for 4 consecutive turns. - Hopeless Humans - Keep the Hope attribute at 0% for 3 consecutive turns. - Rage Quit - Keep the Chaos attribute at 100% for 4 consecutive turns.

QUESTION/ANSWER DEPENDENT ENDINGS - Cold BOB - Let people be sacrificed and keep the Chaos attribute at 100% for 4 consecutive turns. - Mad Captain - Accept Captain to take command of the ship for a while and keep Energy around 0%~20% and Chaos around 70%~90% for 4 consecutive turns. - Greater Evil - Accept the Alien refugees in the ship and keep the Chaos attribute at 100% for 4 consecutive turns. - Defective Ship - Deny avoiding the asteroid belt, then deny fixing the hull with the machinery and keep Energy around - 0%~20% and around 70%~90% for 4 consecutive turns. - Sick to Death - Accept funding the Doc experiments, then deny the Kid's demand on keeping the lights on, and let the energy runs out.