Given the bomb mechanic is presented as the main element, I expected it to have a lot more depth. It showcases a rather static set of core ideas, failing to develop meaningfully and create interplay with other elements. For example, the idea of using standard crates to block explosions never gets explored in a setting where the answer isn't just handed to the player. Also, some puzzles don't even use bombs..? In my opinion, the only reason to exclude the main element is whilst introducing a secondary mechanic. But if the secondary mechanic doesn't synergize with the first, what's the point?
Additionally, I think many of the early/midgame puzzles exist purely as busywork/filler as they don't showcase anything interesting (ie. levels 10 and 11). I liked the last three levels though; each highlighted an interesting core idea. Perhaps they could've been presented in a simpler way, but that's just a matter of preference. Overall, the game's fine given the time restriction, but would definitely benefit from more thought-out puzzle design.

