Yeah! Like at the time I made that decision, I figured that carrying the Bweehorse over the ledge was likely not intended, but might have been rewarded with a secret that required a spare Bweehorse to open.
Or at the very least, that going this way even if you'd spent the Bweehorse would grant bonus candy, as there was somewhere in another level where you have to kiss a heart panel, walk through, re-kiss then jump on them to progress, and somewhere where going high above the barrier between two areas had candy, I think?
Of course, this was before I saw the actual area the Bweehorse unlocks and how the vine grows to let you get to the area I sequence-broke too, so in hindsight with the map known, yeah, it's now obvious as not intended.
I guess this might be where perceptions differ and you can't account for how every player thinks differently as having played all the stages (but still missing some hearts and postcards), I think some actual puzzle solutions are way less obvious than this sequence break?
Haven't really found any bugs besides the crash on leaving the boss stage, but I know that's a known issue you've already fixed elsewhere, so honestly, great job with the demo for how many moving parts all the interlocking mechanics have and how smoothly everything runs!
Kinda wish there were more interact / F key usages for the other forms besides Rubber, but I imagine those are probably planned for the future? Or something I've missed, as I think I'm missing a treasure in one level and haven't worked out the purpose of garlic yet...