Thank you so much for playing it all the way to the end! I also think quantum-mechanical concepts are fascinating material for game mechanics and could help introduce some of these ideas to a wider audience, so if you ever find the right concept for your game, I would genuinely love to see it.
The Wave Function Collapse algorithm, although it isn’t a literal simulation of quantum mechanics, is especially interesting when applied to procedural map generation. I don’t know whether you’ve seen Townscaper, but it’s one of my favourite examples of this kind of constraint-based procedural approach. The game’s quantum framing is also loosely inspired by the QBist interpretation of quantum mechanics.
Looking directly at your feet to generate mostly safe grass is an interesting strategy, and probably useful balancing feedback! Thank you again; I truly appreciate it!