Thanks, after a little fiddling I managed to get that object to show up. Need to beat Gurok for that one...

Cause I barely understand how this wizardry works... I thought I would have spend the entire month coding it, and then he went and did it in a night.

Has for the rat running crazy through black unexplored areas, I blame the pathfinder. We tried very hard to make it that you could not click on black areas and that the cursor would not process any clicks on non exposed tiles, but guess the pathfinder is better to by pass our "do not process this click" (cause I can't reproduce it). Just for reference, did you change the rendering engine? It's on Direct 3D 9 by default. Might be that other modes react differently.
EDIT: So, we've fixed those "trigger pads" showing up. Was my fault. Tks to Gurok to figure it out though.

As for the Push it's working pretty fine now... I just need to stop it from going into the walls.

And it'll be renamed to "Grab" in the help.

Oh, and no, I did not model the cage or the rat, those are credited in the credits (since we could use pre-existing graphics, I saw no reason to use time to make something someone already had done). And yes, I did the animation and added materials and lighting (lighting of the dark had a bit of help by Snarky's critic on the BG blitz.

).
EDIT 2: For those wishing to try the game with push/grab function improved, this is the version to get:
http://www.mediafire.com/file/n1nxl9est0259yy/LabRatMaze_v1.02_Win.zip/file . Please note that you should not use this version to judge/vote for the competition. Hope it makes the game less annoying to be played.

(of course, now that I made it so easy to move stuff around, players are likely to encounter other "bugs": like not all objects can be used in all pads...

).