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A jam submission

Cabin PressureView game page

A point-and-be-quick adventure!
Submitted by Studio Bolland (@studiobolland), Rich Bolly, AshCubed (@AshJugdav), Simon van Wyk — 7 hours, 33 minutes before the deadline
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Play Cabin Pressure

Cabin Pressure's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#114.0234.023
Atmosphere#124.2954.295
Overall#123.8413.841
Lasting Impression#133.8183.818
Characterization#163.9323.932
Emotional Engagement#233.3863.386
Mental Engagement#273.5913.591

Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 20 to 1 of 38 · Previous page · First page
Submitted

Great concept, really nice art and animation, and the timer adds some excitement. Great job all round! I also have one very similar puzzle in my game :D

Submitted

Fantastic! I loved the art and the writing was hillarious! The puzzles were super clever but fun to figure out. All in all a lovely game, great job!

Submitted

Really fun game. Great atmosphere and polished dialogue. Had no idea what was going to happen and enjoyed the mystery of it all. Awesome work!

Submitted(+1)

Someone told me that you made a game that also uses a time loop, so I absolutely had to test it! And I wasn't disappointed.

The cutscene was really great, and helped to create a great atmosphere to the game. Dialogues were very well-written, and I particularly like the way of how you save yourself, that was very creative (no spoiler!)

Overall, a very good game that I enjoyed playing, well done!

Developer(+1)

Thanks so much for your super kind words!

I also saw your game had some fun time loop vibes going on, so it's on my list to check out - from what I can tell, it looks awesome.

Thanks again for playing our game and taking the time to comment, :)

Submitted(+1)

This is a very good game. I think it will be in the top of this jam game.

The picture and sound are really vivid, the story is creative, the game has a few small errors but is almost perfect in every way.

Respect! ( 5 Star :) )

Developer

Thanks so much! Really glad you enjoyed it, :)

Submitted(+1)

I was expecting this to end up being a Groundhog Day grind from the premise, but instead it was just a well-written game full of cute characters. It was funny how panicked I felt with the clock slowly ticking up, but the music and great art still felt so cozy. A great bite-sized experience for sure.

Developer

Awww cool, so great to hear we were able to illicit those contrasting emotions, :) Thanks so much for playing our game and for the review! Gonna take your game out for a spin now...

Submitted(+1)

Wow :-) it's super cute! I really loved all about it - from characters animations to music :-)

(a note: I didn't read the spoilers text you wrote before playing (of course) but I checked them after my odd (second time) when I accidentally won - and yup - that was quite clever :-) - I'll surely try to explore also the other possibilities - but you already got me :-)

Developer(+1)

Thanks so much for playing Marco! Glad you enjoyed it, :)

Yeah - we're still a little uncertain about the fact that you can accidently win and not realise why, so we're still trying to figure that out a bit, but already I have some ideas...

Submitted

Such a fun game! Nice commentary on player agency and why it's sometimes better not to behave like the main protagonist. Really enjoyed the cutscenes and the art and music correspond very well. Not sure about the bathroom puzzle. Have I missed something or was there something missing in the game?

The puzzles are on the lighter side and there are some technical problems with the text but it looks pretty polished.

Developer(+1)

Thanks so much! So glad you enjoyed it, :)

It was our first attempt at a point-and-click adventure so we tried to keep things light so that we didn't overscope on our first go. There are two ways you can distract Sandy, and one of them involves the bathroom, but yeah, if you distracted her the other way, then the bathroom would be a super random room. If we do a future build, maybe we should try put something essential there.

Thanks for the feedback - always helpful!

Submitted

ah I see. I'm an absolute fan of multiple solutions but yeah, they tend to ake things easier and more confusing at the same time. But it's smart trying to keep the scope manageable. Our own entry is pretty short as well for the same reason!

Submitted

It's a decent game with a fun twist. I don't really think it makes sense for the stewardess to watch you like some kind of trouble maker just because you ask for a drink so that made me a bit annoyed, but in retrospect I liked it well enough.

Developer

Yeah, that's a good point. I can update that dialogue in the next build. My hope was that most people would start by saying the first dialogue option, which if chosen would give more reasons for the air stewardess to be suspicious.

Thanks for playing our game - really appreciate it, :)

Submitted(+2)

Greatest entry I've played yet! All of the aspects were covered and made fantastically. Especially the artstyle and the story, I really enjoyed playing this!

Submitted(+2)

A really nice game with charming art and characters! I played it a few times to explore all the possibilities. I liked the irony of the situation but I was still hoping there was another ending in which solving puzzles would have led to saving the plane. But I get that that would have taken away from the premise of the game.  Overall a very fun experience so good job!

Submitted(+2)

Absolutely incredible! Fun writing, exceptional art and spot on humor!

Easy 5 stars from me!

Developer

I really loved Lucid. Thanks so much for playing our game :) 

Submitted(+1)

awesome game! I like point and click adventures! The art , animation , background and the interactions are impressive! This is a well made game!  the quirky humor gave me a good gaming experience with this one! Congratulations! keep it up! 

Submitted(+1)

Probably my favourite art of the jam so far.  It's also nice to have multiple ways to accomplish the same task, and the options available were pretty clearly laid out.  Overall, it feels like a coherent setting/moment in time with a consistent logic to it.

I made it to the cockpit on my first playthrough, and then immediately accidentally "won" on the second playthrough.  But from the framing it wasn't clear that this was what had happened so I thought maybe there was some sort of Groundhog Day loop / "dream within a dream" thing going on, with a better ending to try and get.  So I still tried again before reading the walkthrough and understanding that I had already "won" by accident.  Not sure whether any of this is actionable information; just explaining my experience of playing the game.

Anyways, I definitely enjoyed this one! Extremely polished and fun to play.

Developer

Thanks so much for your kind words and for sharing your play through experience!


Yeah… you’ve had the basic experience we knew might happen but have no idea how to fix! At least you got into the cockpit - we know some people might win accidentally with their first choice they make and have no idea what happened, :)


We’ll probably workshop this a bit after all the jam comments are in to see if there’s a way to sign post what is happening more clearly, or… whether we just chalk it down to luck of the draw. My question to you is… if that victory cutscene had been clearer, do you think your win would have been more satisfactory even if it was an accident, or do you think the only way of making it more satisfactory is laying the logic on more thick so that for most people they understand what they’re doing at that point? Or is it both?


We didn’t have time to play test before submitting, so all this info is super helpful!

Submitted (1 edit) (+1)

I think winning can probably only feel satisfactory if it's the result of an actual deliberate decision.  In my case I figured I had gotten most of the information I needed from the first playthrough, which is the only reason why I didn't talk to the flight attendant on the second attempt.  So maybe what you need to do is have some sort of incentive for players to talk to the flight attendant (maybe to get an item?) so they think they need to do it again on subsequent playthroughs, so that not talking becomes more of an active choice?

Also, maybe I should mention that when I was operating on the assumption that there was still a "real ending" to try to achieve, I assumed that the issue was that I would need to be the one to deliver the energy drink to the captain (i.e. maybe the captain needs an energy drink *but also* something else needs to happen that requires the flight attendant to be distracted).   It also wasn't clear to me that talking to the captain directly causes a crash by distracting him, since I only got into the cockpit right as the 10 mins were expiring, so the captain fell asleep while talking to me.  So I assumed I would be able to give him the energy drink once inside the cockpit, although this proved to be false on a subsequent playthrough.  (I did notice the cockpit slowly tipping once I entered, but then the captain visibly falling asleep overrode the idea that I had directly caused the crash by entering the cockpit).

Hopefully that provides some insight into my thoughts/interpretation of what I was seeing.

Developer(+1)

Oh wow - that’s super interesting, and super helpful. We hadn’t at all clocked that someone might get into the cockpit at the 10 minute mark and have the crash cutscene override the cockpit cutscene. If the cockpit cutscene had played, you would have been in a far better position to understand that your action had caused the crash and that Sandy was meant to give him the energy drink he needed. It might not have completely solved your experience, but it might have made it a lot clearer as to what was happening and why.

A no brainer is that the moment you’re in the cockpit the timer trigger should fall away so that we never allow the pilot falling asleep to happen when you’re actually in there.

In my mind, the energy drink is meant to be a red herring in the sense that we hope some people do assume that they need to give the pilot the drink, and subsequently discover they can’t. We can maybe make this a little clearer in dialogue and interactions with Sandy so that we ride that tension of making someone still want to do that, but also understand why that won’t work.

Anyways - this has all been super helpful and given us a lot of food for thought when we do an update, so thanks so much for taking the time to lay your experience out - it really does help.

Looking forward to playing your game the moment I get a gap!

Submitted (1 edit) (+1)

Haha neat game, funny writing,  cool animations. I enjoyed the abundance of things we were told trying to use different items everywhere. Something was very funny to me about the cutscene of the plane crash itself in contrast to the care-free vibe of everything else. Also the nun can't kick the nun habit, genius!

Edit: There were a few text boxes that glitched lines a little bit due to the camera moving. I particularly remember the smoke alarm and the to do list.

Developer

Thanks so much!


I got a bit carried away when writing the interaction dialogues, and became pretty obsessed with trying to make each one different, so it’s particularly satisfying you noticed them, :)

Submitted(+1)

I enjoyed it a lot, thank you !

Submitted(+1)

Amazing game!

I really liked that Twelve Minutes game on Steam where you need to save your wife, so this is right up my alley!

Submitted(+2)

Really liked the design and atmosphere of the game.  Dialogue was fun. Great job!

Submitted(+2)

That was huge fun!  Loved the character design and quirky tone throughout. (Plus a great twist!!)

Developer

Thanks for playing! We're super stoked that you got to the end! 

(+2)

That was terrific! Great art and a fun quick story.

Developer

You're too kind. Thanks a ton for playing. 

Viewing comments 20 to 1 of 38 · Previous page · First page