Fun concept! The pathfinding was a bit janky at times, but you already mentioned that in the description. And you can move platforms while they are running so sometimes you can salvage a level while they are already moving towards each other, if you're fast enough :D
My biggest gripe is having to click on the tile button every time to place a new tile. There's only one option right now, but even if there are more, it's a lot more user friendly to automatically select a new tile of the same type after placing one, if there is a new one available. Saves a lot of going back and forth with the mouse.
A win screen would also be nice, because right now I think it loops endlessly after getting through all the content.
As for the puzzles themselves, the biggest challenge is the placement due to pathfinding. Solving the routes isn't very challenging as it's just finding the shortest path around the spikes.
I think that if you want to expand on this game, focusing on solving the pathing would be the highest priority, and then after that you can introduce new elements to the game, such as different tiles and traps that you have to avoid by timing their movement (e.g. something that shoots an arrow every 2 seconds in a straight line, that you then have to avoid by taking a slight detour). If you make the tile placement snap on a grid, I think it should resolve most pathing issues, and then that would allow more deterministic movement from the buddies, which you can then use to design more interesting and/or challenging levels with. Fitting that around the current theme may be a bit challenging though, as it's pretty cozy right now.
Finally, congrats on releasing a game! Good job :D