I'll comment based on the criterias along with the score I gave out of 5.
Game Design: 4
I feel like some of the tutorial levels can be merged together. For example: levels 2 and 3 can be merged together to introduce the fire element, just like how the water element is introduced in level 4.
The Codex and the control page while in a level is not obvious; they're not immediately made known to the player until they click on them.
I have a slight issue with the Rock: in the game page it's depicted to have 2 different sprites for being walkable or not while chaoised; while in the game it's depicted to have the "walkable" sprite as long as it's chaoised, regardless if it's broken. This can be a little confusing since the tick on top of a tile blends with the mentioned sprite. Level 10 illustrates that perfectly.
Seems like it's impossible to get "Gold" in level 1; I can only finish the level with at least 10 moves, not 9. Not sure if that's intentional though.
I'm craving for more levels, so I guess that's a good indicator that the game is fun(?)
It's quite rare to see a hex map game, for me at least. The interactions/mechanics are quite fresh to me as well.
A demon wants to chaoise the world by occupying or destroying tiles... guess it's chaotic.
Calming- suits a puzzle game.
A really solid puzzle game, along with a level editor! Though the level editor could use some more work like being able to load levels through their code, having a decent one working in 7 days is astounding.
Oh and I also have made 2 levels; their code can be found in the comments section.