I've tried it again, trying to get the fewest days. The best I got was 9 days, which relied on using and cycling the cards as quickly as possible to get into fire, walk, run and charge. I didn't even use the other cards for their actual effects, but instead to get more of the desirable cards, or to end the day if I end up in a snake/bear location. When the day ends after an action, the snakes and bears do not attack (bug?).
In the end I had managed to avoid all attacks and barely get to the 50 miles.
Not sure how you want the game to feel, but if I wanted to balance it, I would do something like:
- Add a game mode that is much longer (e.g. 200 miles) as this decreases the validity of the rush strategy. The following changes would apply to that long game mode:
- Have the "fill water" and "punch rabbit" produce 3 dirty water or 3 raw meat.
- Change the radio such that it produces 2 clean water or 2 food.
- Add the radio options: 4 dirty water and the option: 4 raw meat. (This will increase the strength of the purify and cook cards and in turn increase the strength of the fire and camp cards.)
- Add another resource "wood" and have the camp and fireplace cost 1 wood, but also add an additional effect to camp and fireplace: Each increases the traveled miles by 50%. (So you walk/run twice as far when you start from a location that has fire and camp)
If you want to add more depth, maybe you could add events: A traveler with who you can trade food/water/wood.
Add more "crafting" that provides longterm bonuses. e.g. Building a spear costs 3 wood, but it gives you an advantage for the rest of the run (e.g. "punch" card becomes "spear thrust", which does twice the damage and costs only half the energy.)
Man. This comment is getting long, but the more I think about your game, the more ideas I get, as the core is so fantastic.
Do you mind, if I "get inspired" by your idea and create a clone?