A level of middling complexity.
Early playtesting for Slide Knight showed fairly disappointing results -- Most playtesters didn't really enjoy the puzzles I had designed. I made several changes to the design, from thematics to onboarding to tweaking individual levels before ultimately coming to the conclusion that complex sliding floor puzzles are simply not the kind of thing that most people enjoy.
The core design of Slide Knight involves tapping into a very specific kind of thinking -- one that involves juggling a lot of possibilities at once and reading fairly deep into a decision-tree. This is a very niche type of mental exercise that many people seek to avoid, finding it taxing and stressful. While this conclusion was fairly disappointing, I found it constitued an important lesson into human psychology and helped refine my approach to future puzzles.
At one point I considered simplifying the overall direction of the game, designing levels to achieve a kind of distracted zen instead of the more intense brain-straining puzzling that I had originally intended. Ultimately I chose to maintain the original vision for Slide Knight simply because it was the kind of game I wanted to make.
Fun fact: Slide Knight was originally not Knight themed at all, instead taking a more minimalist vector aesthetic -- the theme was added after-the-fact in an attempt to keep playtesters more engaged.