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I think I was first introduced to these kinds of puzzles in the Gameboy versions of Pokémon. I liked it then, I like it now. The timed element makes it even more fun, you don't get a lot of time to think it over, and just have to start acting intuitively, more often than not you land in the right spots. Great fun.

How did you manage to create solvable procedural levels? Really impressive!

Thanks for the feedback. The program start with a 9x9 square and picks a position on the edge; then it picks a random direction and distance that is within the square (25 times). After which it tries to remove dead ends. Then it picks an end point and figures out a path to that point from each position within the square. Keep in mind that it has to work backwards from the end point, but the player moves through the path in the opposite direction which gets tricky with the 'ice movement'. It then picks a path based on the desired difficult (4 moves at the start, increases to 8 moves). If there is no suitable path it generates another level. You can notice this by the screen staying black for longer between levels.