cool little project.
could use a bit of work polishing everything.
some thoughts for future projects.
would be nice if it respected your time a bit more, being able to fast forward or click to complete sentences (I'm a fast reader) and something similar on the scene transition between past and present. you end up pushing the button a lot and a game this simple should have no trouble switching between two scenes without what's essentially a loading screen, that takes over a full second.
puzzles aren't exactly puzzles. is more go into the past, grab what you can and make it as far as you can go, switch to the present, repeat. there was never any need to backtrack or fetch a previously used box. (could have done something with gravity and the floor disappearing to achieve this. buttons/pressure pads could have also added a lot)
if you haven't played Portal it's a great masterclass on that sort of puzzle design.
graphics and presentation reminded me of Hotline Miami, so if that was what you were going for great job.
Viewing post in Poor Warehouse Worker jam comments
Thanks for the feedback! to be honest, what came out in the final project really wasn't quite how I wanted to reveal the jam theme. The original plan was to add a dialog skip in the cutscene, as well as a little better time-travel mechanics so that the puzzles would be puzzles, but due to the upcoming holidays I decided to shift my attention to the pixel-art and the look of the game, so most of the time is taken up by the transition between scenes and cutscenes.
Anyway, I'm glad I took part in the jam and that you were able to play my game :)