Interesting. I feel that the main draw of this game are the layered resources that carries through levels. Gold, two of which can be effectively used to bridge anywhere, and salt, which constitutes the win condition but is itself a more consumed resource. Starting off with the game's best level — clear from its sole use in the game's screenshots — felt like a deadline limitation. The next five levels don't quite build well on top of what the first level establishes, neither from a world design standpoint (the next levels don't feel like the real, plausible space that the first level was going for), nor from a holistic game design standpoint, as they don't present a real choice between using gold or salt, which I felt was the main draw of the game. There was, but for one instance, way more than enough gold to meet all the game's obstacles, to the point where I beat the game using only one salt, thus clearing the win condition before level 6.
Designing a game like this well is a Herculean task, though, and I commend the team for an inspired and unique base formula. Definitely, I could see this being expanded upon, brought to life, and made into quite a great puzzle game. I appreciate the undo button. Also, great work on the art front and on emulating the Game Boy feel. Good job on PYRITE, and I wish you the best.