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I was immediately drawn in when I saw the cardinal. The combination of mechanics with different forms of interaction feels very interesting. And I like the music. The game also did a great job of guiding players through its mechanics. 

Once I failed with the clock, rebuilding the score felt a little slow. I think this is one aspect that could be improved. Overall, I think this is a fantastic game!

(By the way, I like the interaction of diamond shaped alarm clock the most.)

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Thanks for the feedback!  Yeah, in retrospect doing something like halving the worm count would help make it feel like letting an alarm go is still punishing while not feeling like a complete slog to get back to where you were.

Funnily enough, the diamond clocks (internally called Simons after the Simon Says toys they're inspired by) were the ones I felt worst about the execution since the sprite I designed was just so much smaller than the rest so it looks out of place imo.  But having a clock where you repeat the pattern was one of my first ideas for new clocks, and it definitely makes a good complement to some of the others.  

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Wow, thanks for telling me more about these! 

This was my first time hearing about the Simon toy, and I found it really interesting. What I liked most about the Simon in this game was the rhythmic, real-time interaction. Its unpredictable patterns kept me engaged, and the randomness made each interaction feel fresh. 

And overall, I think you did a great job!

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"...and the randomness made each interaction feel fresh."

ooh, you said just the right thing for me to reply to this message!  I actually intentionally made the Simon not completely random!  There's actually only a total of four patterns, one for each starting color.  The idea is that it feels random at first, but if you were to really want to optimize play (high score chasing or if I expanded the game to be longer), you'd pick up that it's deterministic after the initial color.  That way you can feel an improvement in your own proficiency as you get better at the game.  I used a similar design idea for the calculator clocks which only have a few operations they can display (well and it was also easier to implement that way on the backend haha).

The game definitely took some inspiration from the Cook, Serve, Delicious! series and from playing Keep Talking and Nobody Explodes without the manual which both have that similar aha moment of figuring out the patterns and becoming more efficient.