>>81249997the objects including floors and walls have no inherent properties, they only follows the rules set by text tiles and only when arranged properly (wall is stop, water is sink). unlike graphical objects, text is inherently solid and pushable.
the challenge of the game is accepting that basic "rules" like walls being solid and the flag being the objective are not consistently applied to every level and can often be changed or their constituent parts used to assemble new rules. they light up when they're active.
something that's "you" just has to meet something that's "win" for you to win. puzzles most commonly make getting to the flag really complicated, or make the "X is win" rule incomplete and make putting it together complicated. sometimes it's just not clear what to do at all.
pushing around text follows fairly consistent block-pushing logic, but a common problem you'll encounter is that a necessary rule like "baba is you" is in the way and will become broken or make some change to the level that softlocks you. in addition to the solutions being hard to see, there are a lot of red herrings and traps.
puzzles that require logic to locate an absurd abstract solution (mind-bending baba shit) vs. ones where you need to carefully plot out your movements (traditional block pushan) are about 50-50. technically there are multiple ways to complete a lot of the levels, but once you understand the main obstacle of the level, it's 90% solved and the exact specific solution doesn't really matter.
most of the time, jelly has no idea how to proceed at all.