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Second gif is giving me Snakebird vibes. I hope that your game winds up being easier than Snakebird.

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Last year I deliberately set out to make a Sokoban-derived game where the interest came from a different place than being incredibly hard. Whenever I play one of those puzzle games, I'm like *this was fun for like ten levels, why can't the rest of the game be as easy and fun as the first ten levels?" 

This year, I happened on the Snakebird similarity accidentally. I would look to Snakebird for puzzle design inspiration, but I can't because it was too hard for me.