Doctor Acorn 2
Doctor Acorn 2
A squirrel knocks Doctor Acorn's lamp out the window, and getting it back means steering him through ten levels of physics-based obstacles — birds to dodge, mechanisms to trigger, and other hazards standing between him and his lamp. It plays like a point-and-click puzzle where timing and trajectory matter more than reflexes; you're usually working out the order to trigger things in, then watching whether your plan actually holds up once gravity and momentum get involved. A wrong guess about how something will fall or swing often means starting the level over rather than adjusting mid-attempt. Ten levels is short enough to finish in one sitting if you're not stuck, though a couple of them are genuinely fiddly about timing.
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