I hadn’t though of the similarity to Perler beads before, but you are exactly right. That is definitely a good source of inspiration for me in the future!
As for the level, it is actually procedurally generated by pulling from pre-generated segments weighted by rarity/filtered by difficulty. Certainly room for more improvement on the segments that I hand created. Need a lot more variety, but I think the base procedural gen algorithm isn’t too bad.
Thanks for your kind words. Definitely encouraging to me and hopefully I can push for a Steam release :)