That title sure is a pun, huh.
I hope this wall of text doesn't seem harsh. You all are trying to do a lot of extremely difficult things at the same time: make a physics action game, perform macabre comedy, and create a game in 10 days. Doing even one of those is an achievement in and of itself.
The art is great, and so is the soundtrack and sound effects! "Baby down" is a funny animation. The character design is endearing! The concept is a good double-take on the theme. It's fairly accurate to the Game Boy aesthetic. Using zero-gravity tether physics to transport babies is a good conceit for grim slapstick humor. There are a lot of good ideas here. It's an easy 5-star in almost every category.
The gameplay is bad. It's wildly random and frustrating. It took me hours to beat the first section, and it was only after I lucked into finding Mom and the babies in the span of 7 rooms.
The level is labyrinthine, and it takes so long to find anything if you get unlucky. Even failed runs last forever. I didn't even find Mom in most of my runs. Having to keep the entire layout of the level in my head didn't help matters. Maybe the player could start at Mom? A Metroid-style map would also be helpful. The level should probably be shrunk as well.
The saucers are awful. One of them is a cool obstacle, but 3 of them in a room and 25 of them on the station turns the game into an RNG nightmare. They're so erratic, and their grab ability is so powerful and constant, that most runs were entirely at their whims, especially when one decides to go mach-speed with a baby in tow. There was this one time I was bringing the third baby back, only to find that saucers had dragged the other two away from Mom; that's how powerful they are.
This would all be problem enough, but the frustrating gameplay also kills the humor like a saucer with a baby. It was initially funny that I was entrusted to use a finicky physics-based tether system to transport fragile infants across a crumbling space station. It was funny when I would take a corner wrong and they would bump into something and I would be like "oh dear! I can't believe I did that!" It's funny when it's the player's fault, is what I'm saying. It's not funny when wild RNG saucers kill children, I just think "Damn, I have to do all that again!"
I was pleasantly surprised by the boss fight. The twist was amusing, and I was glad I wasn't going to have to worry about random rooms. Unfortunately, it had similar problems. It didn't seem possible to tether the babies to the poles (I tried a lot!). The poles being up for only a couple of seconds was needlessly difficult. At one point, after Mom grabbed the children from space, she got stuck on something and caused a physics freak, killing basically everyone.
Then, I got softlocked because I vented Mom and the babies, the ship wouldn't close, and I couldn't untether myself from the pole.
It's not unsalvageable. Most of it is very impressive! It's just marred by a few bad design decisions.
Also, I'll be frank: it probably warrants a content warning.
All-in-all, great work. Congratulations on the submission!