Think the garlic needed some constraints to make the puzzles engaging, e.g. not being able to back-track and having to move, leading to more interesting moments of having to find path without trapping yourself
Thanks for the feedback! A lot of people said to add the anti-backtracking thing, but I didn't because 1: in some levels, backtracking is intended, 2: another guy made a grid-based puzzle game about reaching a goal that had an anti-backtracking thing and I didn't want to "copy" them