Thank you very much. Haha some levels were indeed randomized, that was my basic concept and in the end I mostly ended up making scripted puzzle like levels and I felt like I had to make some randomized levels to give my implementation justice. :D
Your confusion points make sense, the bucket stayed from the original idea of items not staying on the ground after falling down, so it would have been a "get there and catch it" kind of experience, but that and the randomized generation would have been chaotic. And the spikes were the evil "all that glistens is not gold" twist. :D