Hibernation Journey by Lerg
A game about a journey in space.
Keep your crew alive and your spaceship maintained.
For HTML5 version it's better to use Chrome browser. Safari and IE don't work.

| Youtube | https://lerg.itch.io/hibernation-journey |
| Youtube | https://lerg.itch.io/hibernation-journey |
| Original URL | https://ldjam.com/events/ludum-dare/46/hibernation-journey |
Ratings
| Overall | 1329th | 3.458⭐ | 26🧑⚖️ |
| Fun | 1760th | 3.063⭐ | 26🧑⚖️ |
| Innovation | 1269th | 3.261⭐ | 25🧑⚖️ |
| Theme | 384th | 4.063⭐ | 26🧑⚖️ |
| Graphics | 1527th | 3.396⭐ | 26🧑⚖️ |
| Audio | 1160th | 3.109⭐ | 25🧑⚖️ |
| Mood | 1050th | 3.478⭐ | 25🧑⚖️ |
| Given | 13🗳️ | 20🗨️ |

There was a problem where both were hibernating and something broke causing poison. When I hit the button to confirm I was still in Fast Forward and they died before I could hit the play button.
Love the graphics and the music. Have you played "FTL: Faster Than Light", your game reminds me of that one, and it is a favorite of mine. Excellent work.
Love this little light year sim! Such a good start- you can add some juice and this game with be amazing! I want more feedback as far as when to maintain- and maybe some reasons to throughout the maintenance schedule all together. Def fits the theme! Jim was 37 and Pem was 28. She can sleep more through anything! ;)
@vinterdo hah I haven't heard of 60 Parsecs! Very similar concept. My main inspiration was FTL.
@shadow30 thank you!
@joemid I am really glad you liked it!
Overall I've changed the difficulty of the game, so you can try playing it again.
I think the game is not very intuitive, but like a sci-fi fan i reealy enjoyed the graphics. reminded me sometimes of Meeplw station, a game that i love! Well done!
So close and so far...

1 - Mecânicas, Aprendizado e Fluxo:
Gerenciar recursos em ambiente de escassez para manter viva a tripulação.
Achei interessante a forma como tudo foi apresentado, logo deu para aprender o básico de como as coisas poderiam/deveriam ser feitas.
Entretanto, para se tornar bom, seria necessário ir além e ter estratégia para manter partes em boa manutenção.
A minha sugestão é polir a HUD, quem sabe permitir alternar entre os painéis apertando um botão.
Sendo possível desacelerar e acelerar a nave com atalho também (sei que clicar é bom que o jogo pode ser jogado só no mouse, mas dar uma possibilidade a mais poderia ser bacana).
Sobre o fluxo de jogo: achei ele bastante balanceado. Foi um bom desafio (precisei de duas tentativas). :)
Parabéns.
2 - Gráficos, Áudio, Narrativa e Polimento:
Vários polimentos gráficos podem ser implementados (ao exemplo do encosto da cabeça da pessoa dentro do tubo de hibernação). O personagem hibernando poderia estar com o pé tocando o fundo do cilindro, enquanto a cabeça poderia estar apenas tangenciando o topo do cilindro.
Gostei muito da música de fundo, creio que alguns efeitos sonoros poderiam fortalecer o projeto.
A narrativa é simples: você tem que chegar ao destino.
Senti falta de saber o porquê de precisar fazer a viagem (mas nada muito relevante, ainda mais em tempo de Ludum Dare).
Para expandir o projeto, creio que uma narrativa com várias viagens e naves diferentes poderia ser interessante.
3 - Cultura:
O jogo faz referência cultural a diversos filmes e jogos que envolvem viagem espacial, cuidado e ficção científica.
Nesse sentido, há muito o que se procurar em termos de nicho (podendo encontrar grupos de interesse no Facebook e em outras redes sociais).
Caso o jogo seja polido e tenha mais estágios, ele poderia fortalecer as fontes de onde ele bebe.
4 - Monetização:
Creio que o objetivo inicial não tenha sido vender o jogo como produto.
Entretanto, caso implemente diferentes estágios (cada qual uma missão de viagem, quem sabe com diferentes naves); somando, também, os devidos polimentos; o projeto poderia ser vendido (no Steam ou em alguma store equivalente).
1 - Mechanics, Learning and Flow:
Manage resources in an environment of scarcity to keep the crew alive.
I found it interesting how everything was presented, so I was able to learn the basics of how things could / should be done.
However, to become good, it would be necessary to go further and have a strategy to keep parts in good maintenance.
My suggestion is to polish the HUD, perhaps allowing you to switch between panels with the push of a button.
It is possible to slow down and speed up the ship with a shortcut as well (I know that clicking is good, the game can only be played on the mouse, but giving it one more chance could be nice).
About the game flow: I found it quite balanced. It was a good challenge (it took two tries). :)
Congratulations.
2 - Graphics, Audio, Narrative and Polishment:
Various graphic polishes can be implemented (such as the person's headrest inside the hibernation tube). The hibernating character could have his foot touching the bottom of the cylinder, while his head could only be touching the top of the cylinder.
I really liked the background music, I believe that some sound effects could strengthen the project.
The narrative is simple: you have to reach your destination.
I missed knowing why I needed to make the trip (but nothing very relevant, especially in Ludum Dare's time).
To expand the project, I believe that a narrative with several different trips and ships could be interesting.
3 - Culture:
The game makes cultural reference to several films and games that involve space travel, care and science fiction.
In this sense, there is a lot to look for in terms of niche (you can find interest groups on Facebook and other social networks).
If the game is polished and has more stages, it could strengthen the fountains from which it drinks.
4 - Monetization:
I think the initial goal was not to sell the game as a product.
However, if you implement different stages (each a travel mission, perhaps with different ships); adding, also, the due polishing; the project could be sold (on Steam or an equivalent store).
Some visual feedbacks could have helped so i don't have to click every time to see if something has to be checked. Was it a design choice ?
Anyway i loved the journey. Very good entry
@gustavo-christino heh, sooo close! Glad Jim and Pam could still make it in another life. And thank you so much for your feedback, much appreciated!
@infinite thank you for playing! Yes, it was a design choice to make the player thinking ahead when to maintain certain equipment without obvious visual clues. I could have made an indication for maintenance or broken part, but I simply had no time for that and the game would become much easier. With some extra gameplay visual indication can be introduced, but again sadly I had not enough time for that.
I like how it looks and sounds and I found the interface really clear.