The pre-made sound library definitely helped with the charm factor here. Was also surprised to see such a polish physics system for handling rounded shapes, momentum, and rotation effects. Did you have an existing engine for handling these interactions?
Swap being limited to the nearest entity is very intuitive for this demo but part of me wishes you could change targets anywhere and enable crazy chain reactions. Adjustments to crank speed would go a long way towards reducing how repetitive the motion becomes since you're almost always using it.
Solid work all in all.