it's probably because i've been looking at, uh, roguelikelikes more recently, that my mindset is that there'd need to be some randomness and a total loss state, and some choice about how exactly to progress.
there's not really any reason that the dream-pieces couldn't work in a hand-crafted linear set of levels,
and maybe a lighter punishment for failure, though that'd sort of reduce the franticness of it.
it'd have less replay value, i think? but it's not like i expect a lot of players or playtime for anything i'd make.