Just tried again and it seemed to work, not sure what happened there!
In terms of feedback, the game's not bad; the art style is obviously very 'home-made' ( ;) ) but it has it's own unique charm, it's a bit Adventure Timey (especially Doctor Dooke).
The general idea with the timer is pretty sound, and a common theme this game jam (I guess Electric + Timer was always going to lead to a lot of battery drain games!). But I struggled a bit with knowing what I'm actually trying to do; like, some doors open, some don't, but it's not clear from looking at them before you get to them which will, and which won't. And the traffic jam puzzle, while a funny nod that I enjoyed, it wasn't clear what it was actually doing? I THINK it opens a door off to the bottom right, but the problem is that it doesn't mesh very well with the battery drain mechanic. This kind of 'walk around the 2d factory and explore' style game, like the old Pokemon style Team Rocket bases, work really well, but they rely on the ability for the player to explore the area thoroughly, understand how the base fits together, and then work through it; but I can't do that because it's 'find a battery soon or die'. I think the battery drain idea works much better in a game where it's immediately clear to the player what they should be doing, and then they have to do it quickly enough. Just my thoughts, others may disagree!