Lock's Quest is my first shipped title and my first game at 5th Cell. As the first designer hired specifically for the project, I became responsible for a variety of tasks throughout the project from map design to environmental art to scripting cut scenes. There are few areas in this game that I did not touch in some way, so I can see my love of this game in every screenshot.
At the end of the day, all the clockworks on the map simultaneously die. This is loosely explained in the story and is later alluded to – apparently Agonius, the mastermind behind the Clockworks, built them with flaws so that when the source powering them expires, they return to piles of junk. From a gameplay perspective, I would have liked if Lock collects the source that drops from enemies at the end of the day. Generally, the last few seconds are spent scrambling around trying to collect as much source as possible before the end of the timer.