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Pending
Departures

An airport operations puzzle game where you inspect flight records and make departure decisions under time pressure, developed for GMTK Game Jam 2026 using Unity.

PLAY THE GAMEPENDING DEPARTURES · UNITY
01

About the game

Pending Departures is an airport operations puzzle game developed for GMTK Game Jam 2026 using Unity. You play as an airline operations coordinator reviewing flight information and deciding whether an aircraft is ready to depart before time runs out.

Players compare crew, maintenance, weather, route, gate, and runway information to identify problems and make the correct departure decision.

Pending Departures desktop showing the flight clearance checklist, weather radar, maintenance certificate, and an aircraft photograph.
02

Design Goals

The jam theme was “Countdown,” and I wanted to explore it in more than one way.

My original idea was a life narrative told through a computer screen, where the player would move through childhood, college, work, retirement, and eventually the end of life. Each stage would use countdowns in different ways: days until Christmas, time left on an exam, days until graduation, days until vacation, and eventually the realization that life itself is a countdown.

During development, I shifted the concept into an airport operations puzzle game because the countdown mechanic felt stronger when tied directly to decision making and time pressure. The player now has limited time to review flight information and decide whether an aircraft is ready to depart.

The vacation desktop: a sunset wallpaper, work applications in the recycle bin, a message asking the player to return to work early, and a journal reflecting on the countdown to work.

The core loop is:

Receive a flight → Review information → Cross-reference documents → Identify problems → Make a decision

Another major goal was creating a smooth learning curve. After seeing players get lost in my previous jam game, I wanted this project to teach through play instead of relying on a large tutorial.

Flow Simplified graph: challenge and skill rise together through the flow channel, between frustration from too much challenge and boredom from too little challenge.
Flow Simplified — challenge and skill developing together. © Andrzej Marczewski, 2012.

Using the idea of flow graph, I introduced mechanics gradually so difficulty increased alongside the player's understanding. Early levels are simple, while later ones add maintenance, weather, routing, fuel, and more complex crew requirements. I tried to create a smooth learning curve by taking in feedback from last year's project. The result was somewhat successful.

RainfallOnTheTentStudio: Very well-made game! It is easy to navigate, and I especially love the step-by-step learning curve! I did not do that in my own, and the result is that players who did not read the tutorial in the description were simply lost, so well done for your great no-tutorial learning! Very inspiring and a good lesson in game design!
03

Challenges

One challenge was writing information clearly enough that players interpret it the same way. While watching someone play the game live on Twitch, I noticed they struggled to connect certain pieces of information because of how they were worded. The clues made sense to me as the designer, but not always to the player. This made me think more carefully about how to make text clear without making the solution too obvious.

Another challenge was feedback. Because of the limited jam time, players only receive success or failure sound effects after each day. There is no explanation of what they got right or wrong. If I continued development, I would add a short post day report showing which decision caused the result and why.

04

Feedback

Fokos001: Really good game. The minigame and the paint made it feel like a real computer and I was actually working. Great job.
Vapniak: I like the fact that everything is in game, including some of the introduction. The game is really fun to play!
Althior: Cool simulator game! I really like the idea! Playing a game where you wait for vacation while actually waiting for vacation was immersive.
Aardvark Soup: My favourite jam game so far! Really like the style and how the 90s desktop UI feels. I like the mechanic that the timer only starts when you open the flight arrow, so you have the opportunity to look around and familiarize yourself with the rules and available information first. The time limit is on the lenient side, but its presence puts on the right amount of pressure.
Lega007: Very cool idea! Maybe putting several flights in one day would make the idea of a timer more interesting. I liked it, good job!
jthomson: Really clever way to get players reading the instructions as part of the game. Really like the concept, can see this game expanded out more.