I shared this devlog with a friend after which I realized I hadn't touched this project for two weeks again.
So, I took a look again, and I thought of more stuff from the word game to fork than I
initially thought. The smaller thing was using random tables to populate the levels instead of a bunch of if-else statements on a random number.
The more important thing is pushing (which, now that I think about it, originally comes from yet an older fork). So, these orange guys push whatever's in the way, and when recruited, can push for you.
At this stage in the project, I think 1-bit color (every sprite is black and white, then overlaid with color at runtime) and 16x16 sprites is the right choice. It doesn't look amazing, but it makes making sprites that are kind of OK really fast.
As for whether or not pushing is actually helpful, I unfortunately can't tell yet. There's not much to push so far, and if you push an alligator, they'll probably eat you right after that.
I feel like there has to be more than recruiting and eating to be able to tell if fun challenges can be made, though.
The hesitation I have about pushing is that it can lead to this becoming a block pusher, in which case I'll have to abandon randomly generated levels and carefully design levels by hand.
Maybe developing more dangers to deal with will help me figure out what's up with this game earlier.