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Thanks for the feedback! I totally get what you mean — the gameplay loop can be a bit tricky to grasp at first, especially in Phase 1. There isn’t much clear direction on what to do yet, since I left that up to the player (and the death screens) for the jam release since i couldn't make a Tutorial before the Jam deadline ends 

That said, I knew I needed something to make players do more than just “pull the crank.” That’s why Phase 1 has the Pumkipider, Phase 2 brings in the Ghost and Dareware, and of course, Clockey makes an appearance too.

A proper tutorial is definitely on my list for the next version. Thanks again :)

i think it would also be worth it to take the time to make the crank into a "spin the mouse" minigame so it feels a bit more dynamic.

That alone would probably make it a lot less boring.