Had a funny thing where WASD was moving me two tiles at once and I thought that was actually an intended part of the puzzle for awhile! I like the art, music is sort of appropriately bouncy to the jumping coal. I feel like I wanted the level geometry to matter more directly to the puzzles in the later stages - it kind of reduces to a rune/bramble/torch order and a finale that included some sort of e.g. Sokoban-ish elements could have been nice, or more use of backtracking/reversing actions, things like that...