i liked it, the physics were nice, had a few moments where the light detection was a bit funny, for example if a box didn't fully cross a hole and instead fell in (which still blocked it) you would still die. Getting stuck against walls probably isn't an intended mechanic, but could be a good way to lean into the puzzles and make them a bit more vertical, perhaps by allowing wall jumps. The light rays didn't feel overly pixel art which meant the rest of the level also didn't, but, overall its a fine game. good job!
Viewing post in Glowbound [for PixelGameJamYT] jam comments
I understand. Thats a nice simple way to do it i suppose. I possibly would have used ray casting instead, that way you could have variable safe zones in your light. Once i noticed that the block covering the light source actually had no effect on the hit box i made sure to push all the obstacles to where i expected you wanted them.