I thought an interesting interaction was how there were bad nuts that caused the player to restart the level and the ability to push multiple nuts at a time. The bad nuts provided an interesting challenge for the player to move through levels without causing restarts. I thought it seemed satisfying to push multiple nuts into the nest. This may be because it felt efficient to push and complete the objective in a short sequence. This action could be done in most levels and the levels seemed open enough for multiple ways for players to accomplish their goals. The action to push multiple nuts also applies to being able to push the bad nuts. Because of the ability to push multiple nuts, the player is able to move the bad nuts using other nuts. This lets the player move more freely through the levels without having to make contact and restarting the level. Without the rule to push multiple nuts at a time or if there was a more strict limit, the game may feel more restrictive or difficult. Part of what makes these interactions interesting is the amount of thought is needed to complete the levels. The levels seemed open-ended enough where there could be multiple ways to complete the level, but planning ahead is required to prevent restarts due to mistakes. The player may accidentally push a bad nut into the nest or get a nut stuck against a wall. Thought could also be put in to complete the levels quickly or in a satisfying way.