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A jam submission

Airlock ProtocolView game page

Airlock Protocol is a horror terminal-control game, original made as a submission for te Brackeys Game Jam 2026.2.
Submitted by defaulted_individual — 1 hour, 36 minutes before the deadline
Rated by 23 people so far
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Airlock Protocol's itch.io page

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How does the game fit the theme?
The game centre around the theme - "Trust No One". As a dangerous outbreak befalls your underground facility, you must trust no one at the door but judge everyone carefully. Only let the humans in, or your fate will be beyond your worst nightmares.

What code and assets did you not make from scratch during the jam (if any)?
Only the audio assets were external - taken from various artists at Pixabay. All assets used are completely copyright-free with no attribution requirements.

How many people worked on the game?
1

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Comments

Submitted

Damn impressive atmosphere and nice gameplay, well done.

Submitted

Love the atmosphere, and the fact that you managed to create such an engaging game using very simple aesthetics is really cool. Awesome job! And for a first game jam, this is seriously impressive. Keep going! 🦆

Submitted

The visuals and audio create a thick atmosphere.  It was very immersive.  Good work!

My game's visual aesthetic was similar but way more simplistic.  I didn't use plain HTML/JS, but I did use a "code first" approach with C++, SDL, and Emscripten.  Do you have any tips and tricks you can share on how you achieved the CRT effects?  Those are so cool and I wish I could have fit those into my own game!

Submitted(+1)

It's awesome! I played it for a lot longer than I thought I would. I got killed by ruby.  In retrospect it should have been obvious that she wasn't human.  I did like the whole terminal aesthetic, but I'd like it more if there were hotkeys for common commands. like interrogate is a lot to type out. or maybe I didn't need to and I'm just a silly goose.
Anyway, well done! 

Developer

Haha, yeah... Ruby was a character I intentionally made to look like a helpless child to geet the player's guards down. But to be fair, all characters' impostor versions are easily detectable at the game's current state. Planning to improve that on future versions (after the game jam ends). 

And yeah, I like that idea of hotkeys, will keep in mind for the future!

Submitted(+1)

The command-line terminal aesthetic, CRT scanlines, and retro station records build an incredible level of immersion! Forcing the player to type out commands and cross-reference records to screen survivors brings out the "Trust No One" theme in such a tense, atmospheric way. Extending the terminal styling directly to the itch.io game page itself is a fantastic touch that makes the whole experience feel like a dedicated OS terminal.

Since you're planning post-jam updates, a few UI, text hierarchy, and onboarding polish ideas to keep in mind:

- Text Hierarchy & Signal-to-Noise: Improve font readability on orange subtitles (like the filter intake gauge) and trim some of the excess lore text in the records modal so players can parse crucial clues and status logs without feeling overwhelmed by fluff.

- Subtitle Prompt Clarity: Clarify the three text lines directly beneath the intruder requests so new players immediately understand whether those lines represent biological scan data, dialogue logs, or systemic flags.

- Extended Station Map & Accessibility Options: Following through on that visual schematic map and adding a photosensitivity toggle to turn off heavy screen-shake and intense flashing will make the terminal even cooler while keeping it accessible to everyone.

High-level polish, superb atmospheric immersion, and an awesome solo effort! If you get a free minute, I'd really appreciate your thoughts and rating on my solo jam entry as well: /jam/brackeys-16/rate/4953523

Developer

Thank you so much for your detailed review, I will definitely keep all of these in mind when I continue development after the game jam.

As for your game, I played it and it was very fun! Seriously gave a lot of Geometry Dash visual "vibes" haha. Very responsive and dynamic visuals. However, when I tried to rate it, it said that the entry was disqualified. Do you mind sharing what happened?

Submitted(+1)

Great game, the ui is just so good

Developer

Thanks so much!

Submitted(+1)

This was very fun and I got the perfect judge first try! It also feels very polished and the graphics are very cool. Good job!!

Developer(+1)

Thanks a lot! I played your game too, wonderful art style!

Submitted

Thank you! :D

Submitted(+1)

I like the terminal-style presentation, and having to type in commands to make choices is an interesting way to play the game. Checking the records to decide who to let in is also a cool take on the theme. Good job making this game solo! Very interesting. 

Developer

Thanks! I tried to partially use the old parser-controlled take on old-school text-based games to reinforce the terminal-feel. Thanks for the awesome review!

Submitted(+1)

Love the terminal aesthetic, was a little confused by the 3 prompts under the intruders names but I think I figured it out towards the end.

Developer

Yeah I tried to do a lil' something with those 3 lines, but failed miserably. Thinking of completely revamping them after the jam.

Submitted(+1)

This is seriously impressive! The immersive interactions really pulled me into the game, and both the visuals and sound design are top-notch. loved it

Developer

Thanks! Glad to hear that :D

Submitted(+1)

Super immersive dude. Great job. The CRT. The storyline was well written. I felt like the records weren't entirely necessary for confirming stories, and i wasn't entirely sure what the 3 lines of text directly beneath the please let me in text was for the survivors, but those were a dead giveaway. Although now that i think about it, probably a good idea to make it easy for a jam lol.

Mad props. This was mint!

Developer

Yeah I tried to do a lil' something with those 3 lines, but failed miserably. Thinking of completely revamping them after the jam.

And thanks for the kind review!!

Submitted(+1)

Great job on the look and feel of the game - it's really immersive. Heavy atmosphere. At first I thought there is a lot of information for basically 6 decisions to be made, but I guess that's the point :)

Developer(+1)

Yeah, I have planned to cut down a bit on the extra information. A bit of it necessary to give the feel of an "actual" station record, but most people are of the opinion that the filler is a bit too much. Will improve after the jam is over.

Submitted(+1)

This was an awesome game, super fun concept, played really well, absolutely on theme. High marks. I like that you actually have to look for information. poor doctor, wound up leaving him out because i absolutely didnt trust him. Really great entry, would love to see more of it.

Developer

Thanks for the positive review! And yes, I am definitely going to do further development on this game after the jam is over. In fact, a lot of it is already in the works ;)

Submitted(+1)

Excellent visuals, really immersive! Would love to see just more content tbh, maybe a visual map/schematics to be included as well at some point?

Developer(+1)

Glad to hear my efforts at ensuring immersion are going strong.

And yes! I actually plan to do that lol, as I will be continuing development on this even after the jam ends.

Submitted (2 edits) (+1)

Played through and rated! I appreciated the visuals, terminal based setup,  and The Resident references with the character names haha. 

Maybe it's a skill issue on my part, but I felt I didn't have enough information to understand the responses (e.g. how do I check the gauge? Is service tunnel same as maintenance tunnel?). In the records text, not sure if all info was pertinent, the signal to noise ratio felt a bit low.

Developer

Glad that it was an enjoyable experience! You are the first one to catch the Resident reference lol

Information on the gauge was in the "Station Records" modal. Also, I didn't catch what you meant by "signal to noise ratio", are you referring to the glitch effects?

Submitted (1 edit) (+1)

Ah I see the gauge now, its buried within the first collapsible as "filter intake gauge", the font is not super easy to read for the orange subtitle. By signal to noise, I just meant conceptually the information in the records modal is verbose and important info feels buried. I'm not sure which parts are important or if everything is used (stuff that isn't relevant/used is "noise", important info is "signal")

Developer(+1)

Ah, okayyy.
Thanks a lot for pointing these out, I'll try to work on them after the game jam is over! (because of change restrictions)

Submitted(+1)

I can see how much work and love went into this project. Keep it up!

Developer

Thanks! This really means a lot.

Submitted(+1)

Amazing, the game page setup is insane and it made me immersed, especially with the screen shake and it looks like my whole web page was shaking with it! The illusion is crazy, and I just love the whole aesthetic of the game, congrats on getting this out! Especially for a one person game, I wasn't able to complete it cause the photosensitivity warning at the start had me on foot, rated and enjoyed!

Developer(+1)

Thanks a lot! Glad to hear that you enjoyed the game.
I was thinking about how to make the game page more immersive actually haha, so made it match with the game itself.

About the photosensitivity, I plan to release a photosensitive-safe option in the future (after the game jam ends), so that it it accessible to all types of audiences.

Submitted(+1)

Great game! Only thing I'll say is that the intro is a bit long to not have a skip button.

Developer (1 edit) (+1)

Thanks for pointing this out!
Turns out it was a bug, because I had already implemented a click-to-skip option. I just updated it to the latest patch (v1.1), because the jam page said bug fixes are allowed for the first 48 hours. It should be okay now.

Submitted(+1)

Such a great game!! Good job

Developer

Glad you enjoyed the game!!