I did some more non-essential work essentially just making a level feel more alive this week. Then I got over-excited and wrote a lengthy blog post about it on the game's main page
The take home is basically that I think a lot of the levels I drew a while ago feel a bit dull and lifeless, but that problem can be mitigated by tiny windmills with a bit of dynamic animation:

And player interaction:

I'll looking at other ways of spicing levels up, and also finishing up a pipe based puzzle that I started two years ago and then totally forgot how it was supposed to work.