I think there'll be news about the release dates pretty soon! Possibly not exact dates, but some info in any case. Thank you!
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Haha, that'd be funky. I think the main problems would be the compiling-to-exe you mentioned and most importantly optimizing the game to be able to create more than just really simple things. It's a cool idea, though :D
Thanks! I feel that block-pushing-based puzzle games have been thriving more in the recent years thanks to Puzzlescript and such. In case you're interested in Sokoban-inspired games, I recommend Pipe Push Paradise, Snakebird & of course Stephen's Sausage Roll.
You can't; if you push an object into a corner, you can press Z to undo (which kinda looks like grabbing them); the full game will have a separate "Pull" word that works like grabbing an item.
Yeah, that'd be neat! Also you can force pawns to eat in illegal ways because their logic is so simple. It'd be interesting to polish the chess aspect of the game to contain the full depth of chess (Castling, having the pieces prefer eating opposing pieces if given a chance etc) and see how that affects the snake part of the gameplay. I guess I should do a post-compo build...
Here're the keys used in the editor:
-/+: switch between levels (the zero in the corner indicates which level you're editing)
Tab: open and close the object list
^ (in your case): switch between editor and in-game
s: save level (I think the smiley indicates if there're unsaved changes in a level)
1/2: change layer (the only point of this is if you want to have several objects on top of each other)
arrow keys: adjusts the initial direction of the tile you're currently hovering on. The little arrow in the corner tells you the current direction of the tile you're hovering over.
It's all fairly confusing because I made the editor for my own use, but hopefully this helps! :)