So I played some of this, stopping at the level where you pull the crates around. I really like the idea of it--the setup is cool, and so's the system where each level has an optional secondary goal. Up until I stopped, I did consistently go for that goal.
I'm not sure how much of my issues with it are user experience and how much is sokobans just not being my genre of choice, but there's a lot of little things that didn't click with me. I didn't like that Olaf short-teleports from square to square instead of walking (or pushing/pulling). (Or backwards-walking? I'm curious how I'd have reacted to that.)
I'm iffy on pull mechanics. I respect how they'd add variety to a sokoban, and I put up with them in Baba Is You, but the wide variety of mutable properties in Baba Is You was kind of the whole point there. Here in this game, hinging so many mundane tavern objects around them just felt...counterintuitive and frustrating. I tolerated them for the barrel level, but when some random crates in the next level also had that same "Here's another object you can't push, and if you move forward while it's behind you, you automatically have to drag it behind you" behavior, I decided I wasn't really in the mood. I think it's supposed to be part of the "Olaf is retracing his previous steps" gimmick, and I do wonder if changing the teleport-hops to another animation that shed more light on what he was actually doing would have helped it feel smoother to me, but yeah.
(Less critical, but when you beat a level, the restart/next level options are so close together in color that I didn't realize until a few levels in that they were different. I'm also not a fan of the fact that the reset button is a single click away and on the same part of the controller as the buttons you'll regularly use.)
The writing gets the job done. I really liked Cleme, and that kind of made me wish Olaf and the bartender also had that spark.