That's remarkably similar to my Treasures of Elnark screen, so I've got a few pointers that might help.
First, you've got the front plane of the INDRA characters showing, along with one side plane and the bottom plane. Select the side or bottom and make one darker than the other. For example, in ELNARK my front plane is lightest, my side plane is primarily the middle value, and my bottom plane is my dark value.
You can then use the dark value as shadows on your middle plane, your middle value as highlights on your dark plane, and the middle value as primary shadows to indicate cracks and crevasses on your light plane, saving the dark value for showing only the deepest cracks on that plane.
Next, INDRA is definitely your focus word here. Don't make "The Light of" bigger than INDRA when INDRA is far more detailed. Then they compete with each other for priority. That would be like The Legend of ZELDA
Third, think about the way rock actually cracks and wears, taking into consideration the grain of the stone and treating the side planes and the front plane as planes of the same form. Notice in mine, there is a general top-right to bottom-left direction to most of the cracks, with a few that vary from that to keep it looking natural. Also, when a crack reaches the edge of the front surface, I continue the crack back across the side or bottom surfaces. Right now, your side planes look like they're trying to show a natural stone shape, but are too uniform and look like a pattern, almost like it's reflective.
Next, with the bottom logo, remember that when you're working from resized and scaled PC fonts, that you need to heavily alter them at this pixel level to make them look intentional. The pixelation in "The Light of" in the bottom screenshot makes it look like those ugly old NES games that were C64 ports. I usually start with a font and either heavily alter it, or type it at a larger font size above, and remake it pixel-by-pixel, referring to it. In Treasures of Elnark, I based the Treasures of
of off Blambot's
Pythia and ELNARK off of his Destroy Earth.
Finally, continue your side and bottom treatment respectively within the holes in the letters as well (the R, the D, and the A) for consistency.
Hope I've been of some help.
Just Googled the original screen, in comparison to yours:
Although the first character of the original has the diagonal banding pattern down its side, the second character is a better example of a natural pattern. I see that generally the original logo treated the side and bottom planes the same, but I feel that it's stronger in areas such as the middle horizontal bar of the fourth character and the left side of the crossbar on the final character, where the bottom plane is almost solid dark. Therefore, I still propose having much more shadow on the bottom plane consistently than on the side plane.
Also, let's compare the cracks in the original. They generally start as 2-3 pixels in width and then thin to one pixel and sometimes even expand back to two as the cracks move. The cracks often continue to the side and bottom planes as well, represented by highlights in the shaded planes (see right side of second character and bottom side of final character as prime examples.)
The grain is not heavily noticeable in the stone, but the crossbar on the final character definitely shows a horizontal grain, dangerously close to wood.
In a nutshell, I'd suggest varying your crack styles (note that in the original, there are a few places where the cracks extend completely through the characters) while minding their direction, be more thoughtful of the side and bottom planes, center your logo, and maybe even thicken the width of the characters to give them more space for surface detail and definitely to allow more space in your R and A holes for detail.