Lolife progress continues at a good pace! Here are a couple of fun mechanics:

These sheep are timid and run away from the player, which means they can be herded up! The outer edge of the area is actually made up of sprites with this script:
on interact do
goto event.x,event.y
end
To the player they behave no different to non-solid world tiles as the player can pass straight through thanks to the goto in the interact event, but to the entity movement logic, which is using the solid function, the tiles report to be solid sprites and therefore impassable. This means the sheep can't flee right up to the edge of the area, allowing the player to always be able to get behind them to herd them back towards the middle.

Elsewhere, here's an example of how I'm using the crank for a hopefully memorable moment. This is just one of several ways you can gain entry to the castle (don't worry, I'm not going to spoil the others!). Behind the scenes there are some item tiles around the winch to track when the player steps next to and away from it. If you're adjacent and have the gate key, you can crank to open the portcullis, which I implemented by adding event.ra into a buffer until it hits a threshold that increments some variable that determines which frame of the portcullis tiles to display. The gate slams down if you step away before fully opening it - it might be a silent gif, but I reckon you can almost hear it thanks to the screen shake!