It took a while, but I finally managed to beat all of the levels. I think my favorite level -- which was also the one I probably took the longest on -- was the level that introduced the dash. It legitimately took me quite a while to figure out the solution, and it was a very nice a-ha moment.
For some of the levels, like the Patrick level, I feel like I might have skipped the intended solution (on that level, I basically just used Patrick to get through the ice, then the other two rocks to pass the two later water lanes, meaning I didn't need any of the dashes or time powers). Or, for example, level 9 in the jungle, I went on the bottom path and around both keydoors, leaving me with 28 moves left.
The move countdown itself is interesting in that I felt it was sometimes too lenient and sometimes too strict. For example, the level with all the clouds, it felt like it kind of just got in the way of learning to move through the clouds smoothly (as there is, at least AFAIK, no real logical way to deduce which path will happen to fit in the number of moves). But on other levels, it felt like it could have been more restrictive in order to narrow down the solution space. The only level where I really felt the move counter viscerally was probably the last level. My thought about this is: maybe the move counter would operate better as a mechanic that only appears in some levels? I.e. design levels that specifically use it as a restriction, but for levels where it doesn't feel meaningful, just leave it out entirely. I think managing the countdown of the dashes and clouds ended up feeling actually quite meaningful & appropriate to the theme. But, that's just my take.
I did have some trouble using the controls... mainly, exiting the menu after using an item often felt a bit clunky to me. I also had to double-check what keys were used to navigate the menu. I think a way to really polish it up would be to support some mouse controls too -- e.g. let me click-place or drag-and-drop the torch item onto the field, so that it requires no menu navigation at all.
There were a number of puzzles I quite enjoyed. I think, in the thunderlands, the stand-outs for me are levels 1, 5, 7, 8, and 10. I don't remember the jungle as well as it has been a while since I played them. I think that the clouds are a pretty nice mechanic and very on-point with the theme. The natural parity and LCM mechanics that come out of them are interesting to think about and play around. And although I found the dash pretty awkward to use at first, I do think it ended up being pretty fun too... level 7 was one of my favorites.
I found myself humming the music after quitting the game so I think it was quite the bop. :)
Good job!