Yeah some of the optional and later in each world puzzles had some very neat interplays between all the elements that made me have to step back and work out the logistics of how it'd all eventually work out. Near the end in particular there was one where you had to lure out the pogostick looking things through electrical barriers and then send them off to power up those tiles that need charges, but it also powers up lasers when they do so that was both rather clever and close to driving me nuts for a bit :)
There was one... well not criticism but something I wanted to point out that I forgot to last time, and that is that I didn't realize it noted the world number in the bottom corner of the screen when in them until I was through five of them (I think they pop up on a delay?). This was how I learned that the second to last world I played through was #3 so I'm not sure if Limiter was designed with nonlinear play in mind but one can accidentally manage to do so fairly well :P
Yep, it's definitely intentional that you can tackle the puzzles/worlds in a lot of different orders. Not totally ANY order due to how the map works, but I wanted players to be able to get stuck on a puzzle or mechanic and go try some other puzzles while they let the solution to the first one simmer. I absolutely should have made it more prominent that it was intentional though LOL, definitely agree you can go the whole game without even noticing the worlds have numbers.