Hey! I played a couple of runs, and I'm a bit sad I couldn't make it to the end because the setting is really interesting. I also thought using real photographs instead of illustrated icons was a very creative and resourceful choice!
I wrote down a few observations in case you decide to continue developing the game after the jam:
- While playing in fullscreen, the dialogue box felt a bit too small, which made the text difficult for me to read.
- During the air release minigame, I couldn't seem to lower the pressure even when pressing the space bar as prompted. Instead, the gauge kept going up and down arbitrarily, so I wasn't sure whether I was misunderstanding the mechanic or if something wasn't working as intended.
- After a few attempts, I completed the air release minigame, and I wanted to take a closer look at the numeric keypad, but I couldn't exit the minigame screen. Because of that, I wasn't able to inspect the environment for the code, which eventually led to a game over.
It felt like an experience I would have really enjoyed, but the combination of unclear feedback and constant time pressure made it difficult for me to understand what the game expected from me before it was too late.
I hope these observations are helpful if you decide to continue working on the project!