As someone who's done enough nonograms and played enough picross that I can do 15x15 on instinct, 12x12 is uniquely challenging in a way I didn't expect. Especially since this game doesn't have a lot of the QoL features that a lot of mobile games do.
But the game seems aware of that.
Not only in that exit points are extremely common, due to how easy it is to run (or warp) back to the save point whenever. But also because the puzzels appear to cap out at 12x12 (I haven't beaten the game yet, so maybe there's some 20x20 behemoth final boss waiting to kill me). Plus being able to check incomplete rows whenever, a screen clear, and the ability to just do the puzzle later. I would prefer "Give up" to be reflavored to "Exit puzzle", since that feels a bit more accurate to the tone of the game, but "Give up" is how it would be phrased on a real GB game so I'll give you that.
The game does have a lot of charm though! It feels very of the era, and I've been saying for years that an adventure nonogram game would be amazing. This is ample evidence that I was right.
Will properly rate and review once I beat it. For now though, head hurt, gonna take a break.
