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(+1)

The idea was cool. The implementation of the core mechanic—picking and dropping items—also seems good.

The rest of the implementation leaves much to be desired.

The non-looping engine sound immediately grates on the ear.


I didn't complete it. But I got stars.))

I kept trying to move on AD.

I collected an item and got the "You won" message, but the level wasn't completed!

I can't say I'm good at controlling crane, but I seem to have gotten the hang of it. I think it's worth considering other control options—simpler ones.

Holding an item with the mouse is intuitive, but a bit fiddly.

The shaking of the car isn't bad. But when it looks like physics convulsing, it's not very well received.

Hey, that's unfair! Wasting time reading the tutorial, even milliseconds!

I don't even know, maybe I'll muster up the strength to beat the game.

I couldn't get past level 6.


The basic graphics are nice. But overall, there's still a lot of work to do.


The most questionable mechanic in the game is the timer! The timer is a constant source of frustration: poorly balanced limits, buggy end-of-level moments, the bitterness of defeat, and loss of the ability to progress through the game. The player never knows if they're making it to the timer or not.

Thanks a lot for the feedback! I'll be releasing an update next week to continue the project, and I'll definitely balance that out. I apologize for the inconvenience, and thanks for playing! (: